![]() |
Re: Random Picks and Modding...
Quote:
Cap minimum at .5, and cap maximum at 2.5. Morale 20 is NOT worth any more than morale 19. Not even .1%, and certainly not the 4% or so that your chart lists... since above 16 or so, units will almost never fail morale saves or repel rolls. I've never seen units with 18 morale retreat (when in their own squad). Morale below 5 (from what I understand of the morale formulas) no longer has any real effect. Units with 5 morale will virtually always fail morale saves and repel rolls (that hit), so a morale 1 units is as useful as a morale 5 unit. Thanks for generating the chart! |
Re: Random Picks and Modding...
And that loss would be far more than 30-50 gp, as he would never know just where that assasin was going to be the next turn... Especially if he has flying boots. One would need to have 5+ scouts with any army that moves near enemy area, and either lots of scouts or lots of patrollers (or pd) in research provinces.
|
Re: Random Picks and Modding...
Quote:
|
Re: Random Picks and Modding...
Quote:
|
Re: Random Picks and Modding...
Quote:
|
Re: Random Picks and Modding...
Quote:
1) You and the other good/knowledgable players really liked math. 2) The reason I'm not very good at Dom2 is that I wasn't using enuf math, and was worrying too much about silly notions like reducing the other side's ability to fight. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Random Picks and Modding...
Quote:
Hmm... maybe I was kidding a little. I actually like math, until people start talking about eigenvalues and integrating high-degree trig functions http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Random Picks and Modding...
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
Personally, I don't use Assassins for the same reasons I am 'troop-based'. I hate having too many commanders to tell what to do (it makes the turns take too long, for me). Quote:
Quote:
Quote:
Quote:
And if they didn't? And what you term 'decent' I term 'overpowered', by and large. However, I am not trying to 'mod' the game to what I think is fair or balanced. I am trying to see if I can come up with a rubric that calculates the gold cost of a commander accurately. To that end, I am going to raise the 'first path, first level' cost from 30 to 50, and recalculate the mages. I will probably also have to make Holy magic the same as the first path magic (50,90,150), and it will again come closer to current costs. |
Re: Random Picks and Modding...
Quote:
Quote:
Quote:
Quote:
Quite possibly, -10g,-5g for each commander after the first, would work. It sort of feels weird for me to have one percentage-based calculation, and no others. |
Re: Random Picks and Modding...
Quote:
Quote:
|
All times are GMT -4. The time now is 07:53 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.