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-   -   MOD: Pangaea standard theme wth. usable Satyrs (http://forum.shrapnelgames.com/showthread.php?t=17645)

Arralen February 3rd, 2004 05:14 PM

MOD: Pangaea standard theme wth. usable Satyrs
 
Hello folks !

Here's Version 0.1 of my Pangaea mod.
No readme 'til now, cause I didn't have the time to do it.

I changed:

Maenads
Satyrs
Centaur Commander


.. so if anyone might give it a try and gives me some feedback how it works as player or AI nation, I would really appreciate that.

yours.
A.

[ February 09, 2004, 21:18: Message edited by: Arralen ]

Arralen February 3rd, 2004 07:40 PM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
v0.2
Added Centaur Cataphract bugfix.
Fixed some of my own bugs.

A.

[ February 09, 2004, 21:17: Message edited by: Arralen ]

Arralen February 4th, 2004 07:20 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
.. so no-one is interested at all ?? ..

Kristoffer O February 4th, 2004 07:21 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Havn't had time yet. Don't worry.

February 4th, 2004 07:38 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
I haven't had the chance Arralen. I'll download it soon and take a look at it. Must have missed the thread.

Jasper February 5th, 2004 02:19 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
I've a mod with similar changes myself, and like what you've done overall. Some comments:

Basic Satyrs:
8 gold cost and staffs makes them alot better. I like the natural protection 2. The javelin throwing ones might be too good for 8 gold. Perhaps lower their precision?

Satyr Veterans:
They need better morale. I'd actually just take them out, and let a veteran satyr be one with one star.

Satyr Hoplites:
The strategic move 2 is a good idea. IMHO they should also have round shields, else why call them Hoplites? This makes the Hoplites quite good, perhaps enough to raise their cost 1 or 2.

Satyr Champions:
Way too good with Thorn Staffs (although I like the idea); The old Revelers really did suck though. I like the standard effect, though I'm not sure about trading Berserk for Skill.

What about taking the Original Revelers, and adding standard +10, a snake staff, and javelins? This would make them usefull in small numbers, which seems about right.

You need the javelins, otherwise you won't mix them with Javelin Satyrs. Ctis' snake staff retains the flavor you were after, but don't come with +2 attack/defense; just refer to them as thorn staffs in the description.

Oh, and I like the name "Reveler" much better than "Champion".

Centaurs:
Bugfixing their natural protection to 3 is good. I don't think the standard on the Centaur Commander fits however.


Some other thoughts.
The Dryad/Hierophant change you commented out of your mod is interesting, and would improve Pangaea quite a bit. I'd raise the dryads costs to 90 though.

onomastikon February 5th, 2004 11:49 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Hello, I just downloaded your file and would like to try it out, but dont know how. What do I do with it? Also, in case I dont want the changes any more, can I make them revert back to "normal"?
Thank you

PS Sorry never tried a "mod" before and dont know much about computers.

February 7th, 2004 11:14 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Lets put this badboy back on the top page.

I've been doing some thinking about Pangaea.

My thoughts:

I like having the 2 Prot, but since Pangaea gets easy access to Protection/Mass Protection it doesn't really reflect anything but the initial turns.

Perhaps you can give the basic Satyrs "Furs" for armor. Thus making them slightly more competetive for some sort of use late in the game.

Furs = Prot 4, -1 Def, 1 Enc

Also instead of the Thorn Staff, maybe you could change it to the Thorn Spear.

Thorn Spear = Damage 5, Att 2, Def 2, Length 4

This makes it slightly less powerful (-1 Att, -2 Def).

Leave the Standard and keep them a Reveler. http://forum.shrapnelgames.com/images/icons/icon7.gif

I also second Jasper's comment on the Centaur, they have 1 standard, all they need. As well as the Fix on Protection. You might also swap out the Bronze__Curiass on the War Minotaur to a Bronze Hauberk. Thus effectively making a Berserking Minotaur 20 Prot. Then there might be a reason to build them instead of Centaur Warriors.

[ February 07, 2004, 09:35: Message edited by: Zen ]

Johan K February 7th, 2004 11:34 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Quote:

Originally posted by onomastikon:
[QB] Hello, I just downloaded your file and would like to try it out, but dont know how. What do I do with it? Also, in case I dont want the changes any more, can I make them revert back to "normal"?
/QB]
<font size="2" face="sans-serif, arial, verdana">Put mod file in your dominions2/mods directory. Unzip it. Go to settings menu in Dominions 2 and enable the mod. It's even easier to disable.

onomastikon February 7th, 2004 03:28 PM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
I tried out your mod in 2 scenarios, and although I really liked what you did, I found most of the satyrs too be way too powerful for their cost.

I liked the protection bonuses, but the additional defense bonuses now makes them very good melee troops as well -- and that at reduced cost. As stealthy troops, these fellows are just amazing, much more scary than villains.

I also sort of missed the Reveler; I find your idea really good with the banner, but I don't feel that he should keep his beserk ability as well (a banner leader should be a cool-headed mini-commander IMHO).

I also liked the way you toned down some of the Manead's stats, but not her morale. I sort of missed her as a crazy careless freak.

Thanks so much for the mod and the help, it is really excellent. I would like it even more if the satyr's could be toned down just a bit and the maneads could retain just a bit more of what they were.

I hope what I say makes sense and is ok for you

Arralen February 8th, 2004 01:04 PM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
My mod is aimed at re-balancing the units already available - I don't want to take some out, change pics or even add some more. (Keep it simple, stupid http://forum.shrapnelgames.com/images/icons/icon12.gif )

Maenad
onomastikon:
I also liked the way you toned down some of the Manead's stats, but not her morale. I sort of missed her as a crazy careless freak. ... and the maneads could retain just a bit more of what they were.

Actually, I tried to make them even crazier freaks: gave them berserk-3 instead of berserk-1. Turned down the other values to prevent them getting too strong. Thought they should be realitvly easy to turn away when no beserking, so I cut down moral even more.

Didn't work out like intended. Looks like they have to pass a morale check to go berserk .. what they'll never do with such low morale. So I'll changed morale back to it's original value in the next Version.


Satyrs
Zen:
I like having the 2 Prot, but since Pangaea gets easy access to Protection/Mass Protection it doesn't really reflect anything but the initial turns.
Perhaps you can give the basic Satyrs "Furs" for armor. Thus making them slightly more competetive for some sort of use late in the game.


Actually, I have given the shielded variant Furs already, check it out. http://forum.shrapnelgames.com/images/icons/icon12.gif
Wasn't shure if the Satyrs wouldn't be too strong if I gave furs to all of them, or which costs to choose - Furs are somewhere in between leather cuirass (3/0/0), leather hauberk (4/0/0) and full leath. armor (6/-1/1)

Thinking 'bout it .. giving them furs would make the Pangaean province defense at least somewhat useful. (see "Centaur Commander")

Japser:
Basic Satyrs:
8 gold cost and staffs makes them alot better. I like the natural protection 2. The javelin throwing ones might be too good for 8 gold. Perhaps lower their precision?


They'll be back to 10gp in the next Version.

Jasper:
Satyr Veterans:
They need better morale. I'd actually just take them out, and let a veteran satyr be one with one star.


They'll change their name to "Champions" in next Version. Moral will be 10.
I'm not shure if I let them go with the hide shield or if I should give them a round shield - pic would fit both, but the later would raise their encumbrance to 6 - quite much for light infantry.

Japser:
Satyr Hoplites:
Should have round shields.


Sadly, this wouldn't fit with the pic ...


Satyr Revlers
onomastikon:
Also sort of missed the Reveler; I find your idea really good with the banner, but I don't feel that he should keep his beserk ability as well (a banner leader should be a cool-headed mini-commander IMHO).


Those revelers aren't commanders, they are champions. They lead not by issuing orders or even by cheering the troops into the fight, but by giving an example of battle prowess when fighting in the front lines.
I gave them minimal berserk ability (1), as I feel that fits the description much better. After all, they enjoy fighting AND living ... .


Zen:
Leave the Standard and keep them a Reveler.
Also instead of the Thorn Staff, maybe you could change it to the Thorn Spear.
Thorn Spear = Damage 5, Att 2, Def 2, Length 4
This makes it slightly less powerful (-1 Att, -2 Def).


It would be -3 Def,actually. I really don't want to go too low with def, as survivability is low enough already http://forum.shrapnelgames.com/images/icons/icon9.gif

Japser:
Way too good with Thorn Staffs .. I like the standard effect, though I'm not sure about trading Berserk for Skill.
What about taking the Original Revelers, and adding standard +10, a snake staff, and javelins? ..
You need the javelins, otherwise you won't mix them with Javelin Satyrs. Ctis' snake staff retains the flavor you were after, but don't come with +2 attack/defense; just refer to them as thorn staffs in the description.


I'm really not shure which equipment to use. Giving them too much berserk makes them die to quickly. With standard spears they don't do that much damage, and defense is too low to be viable, too.
And the quarterstaff is def+3 already, why give them something worse? I don't think they need javelins, as javelin throwers aren't primary front line fighters, so they don't _have_ to mix with them.

Maybe I settle for Snake Staff(318).

Here's the equipment I consider:

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;"> D A D E
a t e n
m t f c

Spear (1) 3/ 0/ 0/ 4 1h
Stick (153) 2/ 0/ 1/ 1 1h

Quarterstaff (7) 3/ 1/ 3/ 4 2h

Thorn Spear 5/ 2/ 2/ 4 1h
Thorn Staff (81) 5/ 3/ 5/ 4 2h, weak poison, magic

Snake Staff(318) 3/ 1/ 3/ 4 1h?, weak poison, magic
Snake Staff (89) 5/ 3/ 5/ 4 2h?, weak poison, magic


P D E
r e n
o f c

Furs (44) 4/-1/ 1
Leather Cuirass (5) 3/ 0/ 0
Leather Hauberk(10) 4/ 0/ 0
Full Leath Arm.(15) 6/-1/ 1
Ring Mail Haub.(11) 7/-1/ 1
Skull Necklace(113) 10/ 0/ 0

Buckler (1) 2/ 1/ 0
Round Shield (2) 3/ 2/ 1
Hide Shield (105) 2/ 2/ 1
Leather Shield (70) 2/ 2/ 0 the one you can forge</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Centaurs
Japser:
Bugfixing their natural protection to 3 is good. I don't think the standard on the Centaur Commander fits however.


It will be gone with the militia donning furs ...
Added it to give the province defense a little bit more staying power.


Minotaur
Zen:
You might also swap out the Bronze__Curiass on the War Minotaur to a Bronze Hauberk. Thus effectively making a Berserking Minotaur 20 Prot. Then there might be a reason to build them instead of Centaur Warriors.


Won't do too much good - encumbrance will go up to 7, and they can do several trampling attacks per turn - thus making them pass out very soon.


Dryad/Hierophant
Japser:
The change you commented out of your mod is interesting, and would improve Pangaea quite a bit. I'd raise the dryads costs to 90 though.


Modding guidelines say:
Priests
Lvl 2: +20
Lvl 3: +50

.. I'll stick to this for now - who am I to disagree with the developers http://forum.shrapnelgames.com/images/icons/icon12.gif
'Wasn't able to make it work anyhow http://forum.shrapnelgames.com/images/icons/icon9.gif


Ok, hope I'll have everything covered now.

See you with v0.3

A.

[ February 09, 2004, 21:12: Message edited by: Arralen ]

Arralen February 9th, 2004 11:16 PM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
v0.3 available

This time with readme included.



have fun !

A.

[ April 09, 2004, 21:22: Message edited by: Arralen ]

Arralen February 10th, 2004 10:35 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
You'll never stop learning new things when playing dominions ..

.. this time it's about Maenads,the berserking ability and repell:

- unit goes berserk when hit and it passes a moral test. So if you want a unit to go berserk reliably http://forum.shrapnelgames.com/images/icons/icon12.gif , you'll have to crank up it's moral really high

- repell doesn't trigger special weapon damage as poison etc., but it does trigger berserking !


So when I tried to make Maenads even crazier freaks by upping their berserk ability from 1 to 3, and at the same time make them easier to scare away un-berserked by setting moral to 8, I in fact made it next to impossible for them to freak out.

Now morale is back to 16 (IIRC), and they go berserk when repelled by spears often enough.

February 10th, 2004 12:59 PM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Just a few notes. The Heirophant makes things much easier. Research is also cheaper considerably.

I think the standard should be lowered to +8.

The standard effect doesn't work too well on the low morale satyrs. You might consider a slight increase in cost and an addition +1 morale.

You should pull out the Centaur Cataphract, it doesn't fit the Pangaean base theme.

The maeneds don't seem much affected from how they were previously played (I.E. Fodder that doesn't really do much). Perhaps you should give them an additional claw attack at Ambidexterity 1 (or 2). This wouldn't increase their survival, but it would increase their ability to actually kill something or at least lower the defense enough to kill it if enough attack.

I am still on the fence as far as the Reveler is concerned. I like the fact that he is able to do poison damage, but I feel he's just not 'right'.

One note though. I still would/will not build Minotaurs. A much better buy is Centaur Warriors (or normal Centaurs, if you want to waste gold). With the now solid hoplite it's hard to find a place for the minotaur (not that they had one before).

Jasper February 11th, 2004 01:02 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
It looks pretty good, and IMHO would be a good replacement for the standard theme. I have only a couple minor caveats.

I'd give the Satyr hoplites 13 hp. Not as much as their original 14, but they should have more than the basic satyr.

I know I originally suggested standard +10 for the revelers, but I had the scale off. I now see that Pythium standard bearers are +5, and Arcoscephale Strategos are +10. The Revelers should probably be +5.

I still think the dryads should cost 90 now, same as Theurg Acolytes -- which Dryads are clearly superior to. 80 gold + sacred would be the most efficient researcher native to any faction, which seems too much IMHO. 90 gold + sacred would at still be tied for most efficient.

February 11th, 2004 01:18 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Man has Daughter's of Avalon that are currently 80, Sacred and do so.

So if you bump them up to 90, they will be just a smidge higher, but probably fitting since they have 2 Holy.

Jasper February 11th, 2004 01:18 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Quote:

Originally posted by Zen:
The Heirophant makes things much easier. Research is also cheaper considerably.
<font size="2" face="sans-serif, arial, verdana">I agree. These things alone greatly improve pangaea.

[quote]The standard effect doesn't work too well on the low morale satyrs. You might consider a slight increase in cost and an addition +1 morale.[quote]
I think they're about right now. The javeliners are good enough, andn the Champions already have morale 9.

Quote:

You should pull out the Centaur Cataphract, it doesn't fit the Pangaean base theme.
<font size="2" face="sans-serif, arial, verdana">I think the Cataphracts fit perfectly, every bit as much as the Hoplites.

Quote:

The maeneds don't seem much affected from how they were previously played (I.E. Fodder that doesn't really do much). Perhaps you should give them an additional claw attack at Ambidexterity 1 (or 2). This wouldn't increase their survival, but it would increase their ability to actually kill something or at least lower the defense enough to kill it if enough attack.
<font size="2" face="sans-serif, arial, verdana">They're probably a little better now. I don't think they should be effective or likely to survive. I've had very great success with them as they were.

Quote:

I still would/will not build Minotaurs. A much better buy is Centaur Warriors (or normal Centaurs, if you want to waste gold). With the now solid hoplite it's hard to find a place for the minotaur (not that they had one before).
<font size="2" face="sans-serif, arial, verdana">I agree that the War Minotaurs are still a bit suspect, mostly because they have Strategic move 1. I'd probably give them strategic move 2, much like Giants. They still wouldn't be that good, since Trample 3 doesn't do much damage.

Jasper February 11th, 2004 01:22 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Quote:

Originally posted by Arralen:
Jasper:
Satyr Hoplites:
Should have round shields.

Sadly, this wouldn't fit with the pic ...

<font size="2" face="sans-serif, arial, verdana">The Champions have Round Shields, and their shield is just as small...

Jasper February 11th, 2004 01:25 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Quote:

Originally posted by Zen:
Man has Daughter's of Avalon that are currently 80, Sacred and do so.

So if you bump them up to 90, they will be just a smidge higher, but probably fitting since they have 2 Holy.

<font size="2" face="sans-serif, arial, verdana">The Daughters are sacred? I'd missed that. They're capitol restricted however, so in practice you won't build enough to really make use of it, especially since you have to forego recruiting the *** kicking Crones.

February 11th, 2004 01:27 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Quote:

I think they're about right now. The javeliners are good enough, andn the Champions already have morale 9.
<font size="2" face="sans-serif, arial, verdana">Probably in the right squad size. I was only testing it with squad sizes of 20 with 2 Revelers. This is in general enough for most things to not break. It just might be that the Satyrs take too much damage and die to be really helped by a standard at all.

Quote:

I think the Cataphracts fit perfectly, every bit as much as the Hoplites.
<font size="2" face="sans-serif, arial, verdana">Must just be a me thing http://forum.shrapnelgames.com/images/icons/icon12.gif I prefer to think of Centaurs not in the Shadowbane mentality http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

They're probably a little better now. I don't think they should be effective or likely to survive. I've had very great success with them as they were.
<font size="2" face="sans-serif, arial, verdana">Oh yes, they are successful in what they do. It's not hard to fodder http://forum.shrapnelgames.com/images/icons/icon12.gif Or overwhelm the opponent. I was just thinking in the terms of changing them that would actually have an impact. Either way right now they are pretty much the same. Prot 3 vs Prot 1 isn't that big of a deal. And Str +3 (9) vs Str +1 (10) is only 2 points which I admit is an improvement, but I could see the fact that they lower defense and cause more morale checks to be more in line of what I think "Wild women" would do. As opposed to domestic violent women with frying pans http://forum.shrapnelgames.com/images/icons/icon12.gif

Quote:

I agree that the War Minotaurs are still a bit suspect, mostly because they have Strategic move 1. I'd probably give them strategic move 2, much like Giants. They still wouldn't be that good, since Trample 3 doesn't do much damage.
<font size="2" face="sans-serif, arial, verdana">Maybe the Minotaurs should be taken out of the Base Pangaean theme entirely, regulated to New Era then boosted to fit that themes needs.

February 11th, 2004 01:29 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Quote:

The Daughters are sacred? I'd missed that. They're capitol restricted however, so in practice you won't build enough to really make use of it, especially since you have to forego recruiting the *** kicking Crones.
<font size="2" face="sans-serif, arial, verdana">Oh, I totally agree. But for the early game, it's a little edge that is nice. When you can't afford a Crone every turn but you want to pump research they fit nicely. Also they are good for casting Haruspex.

I was just mentioning it because of the cost/effective researcher, comment. Dryads would be fine at 90 (as they are in CW)

Jasper February 11th, 2004 07:06 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Quote:

Originally posted by Zen:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">I think the Cataphracts fit perfectly, every bit as much as the Hoplites.
<font size="2" face="sans-serif, arial, verdana">Must just be a me thing http://forum.shrapnelgames.com/images/icons/icon12.gif I prefer to think of Centaurs not in the Shadowbane mentality http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Centaurs are fairly civilized in Greek Mythology, so I don't see any problem. I'm not familiar with Shadowbane.

[Snip stuff about Maeneds]

No really, I've had great Success with Maeneds. In one multiplayer game my Maeneds tired out the slew an Earth 9 Cyclops. High morale, berserk, and low cost aren't to be underestimated, as all units have an equal chance of getting lucky rolls. Just don't let them get shot at!

Quote:

Maybe the Minotaurs should be taken out of the Base Pangaean theme entirely, regulated to New Era then boosted to fit that themes needs.
<font size="2" face="sans-serif, arial, verdana">I like the Minotaurs, even though they aren't Pangaea's best troop. Not all the units need to be equally balanced in a faction, so long as they have at least some use.

With Strategic move 2 they'd be fine, and I think it fits due to their strength and not particularily heavy equipment. Actually, I'd also reduce the Minotaur Commanders cost to 80, but that's a minor point.

With strategic move 1 I never recruit them.

Graeme Dice February 11th, 2004 07:31 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Quote:

Originally posted by Jasper:
No really, I've had great Success with Maeneds. In one multiplayer game my Maeneds tired out the slew an Earth 9 Cyclops. High morale, berserk, and low cost aren't to be underestimated, as all units have an equal chance of getting lucky rolls. Just don't let them get shot at!
<font size="2" face="sans-serif, arial, verdana">Pans also have easy access to destruction, which is pretty good for helping your lightly armored troops out, and is on the way to mass protection, which you'll also want.

February 11th, 2004 07:37 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Yes, yes I know all about Destruction. I was actually the one that suggested it to Jasper way back before the patch when we were testing the use of Turmoil Pan. I still don't feel it's viable, but the Maeneds can and will overpower single targets and fatigue even the most annoying of SC's (though a Charcoal Shield takes care of them fairly well).

Quote:

I like the Minotaurs, even though they aren't Pangaea's best troop. Not all the units need to be equally balanced in a faction, so long as they have at least some use.

With Strategic move 2 they'd be fine, and I think it fits due to their strength and not particularily heavy equipment. Actually, I'd also reduce the Minotaur Commanders cost to 80, but that's a minor point.
<font size="2" face="sans-serif, arial, verdana">I don't think I'd use them even if they were 2 movement (though that would make it much more worthwhile). They only have 25 HP, take damage very quickly. Even using them against Cavalry (so they actually attack, instead of trample) I haven't had much luck. Lances tear them apart and their Axe doesn't repel much in the way of spears (which is a common horseman equipment).

Maybe I just want the best of both worlds. At the very least *some* Pangaean theme has to make them as fearsome as we all grew up reading http://forum.shrapnelgames.com/images/icons/icon12.gif

Saber Cherry February 11th, 2004 08:47 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Minotaurs are really not scary... in the default game they have low HP (compared to what I'd expect from Greek mythology), super-low attack and defense, and only a battleaxe that never hits.

They probably - OK, certainly - would be scary if they got "Fear"=) Even a lesser fear, like fear -2, might be nice if it hit everyone they trampled.

But conceptually, I dislike giving minotaurs fear. Instead... giving them "gore" and additional attack and defense might be useful... I don't see any reason why they should fight below the level of militia.

Then there's the fact that they cost more than Jotuns, but are smaller and weaker. They should either cost less than Jotuns or go to size 4, which would make trample effective.

The data:

C:\Projects\Java\Dominions>java Unit pan.war.minotaur jo.axeman

Pan War Minotaur (Base creature: Pan War Minotaur)
Official Name: War Minotaur
Nation: Pan

HP: 25 Str: 16
Prot: 13 Att: 8
Mrl: 13 Def: 7
Mrst: 11 Prec: 8
Enc: 5 AP: 13

Trample, Berserker 4

Weapons: Battleaxe
Items: Bronze Cuirass, Helmet

Gold: 40 Res: 46

*********************************

JO Axeman (Base creature: JO Soldier)
Official Name: Jotun Axeman
Nation: JO

HP: 30 Str: 20
Prot: 18 Att: 10
Mrl: 12 Def: 9
Mrst: 12 Prec: 10
Enc: 6 AP: 12

Resistances:

Fire: 0 Cold: 100
Shock: 0 Poison: 0

Weapons: Jotun Axe
Items: Chain Mail Hauberk, Helmet, Round Shield

Gold: 30 Res: 32

*********************************

(output changed to reflect reality).

As you can see, the war minotaur is WAY more costly and WAY worse. Moving the minotaurs up to size 4, 32 HP, 11 attack and 9 defense, 19 strength... and maybe 45-50 gold... would make them worth building. Possibly. If they're still bad, increasing natural protection to 6 or giving a gore or hoof attack would resolve it.

-Cherry

[ February 11, 2004, 06:50: Message edited by: Saber Cherry ]

Chris Byler February 11th, 2004 10:14 PM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Quote:

Originally posted by Saber Cherry:
Minotaurs are really not scary... in the default game they have low HP (compared to what I'd expect from Greek mythology), super-low attack and defense, and only a battleaxe that never hits.

<font size="2" face="sans-serif, arial, verdana">They're probably intended to be used mainly as tramplers, with the battleaxe as a fallback in case they have to face cavalry.
Quote:


They probably - OK, certainly - would be scary if they got "Fear"=) Even a lesser fear, like fear -2, might be nice if it hit everyone they trampled.

<font size="2" face="sans-serif, arial, verdana">Trample does enough morale damage with all the people it wounds... http://forum.shrapnelgames.com/images/icons/shock.gif
Quote:


But conceptually, I dislike giving minotaurs fear. Instead... giving them "gore" and additional attack and defense might be useful... I don't see any reason why they should fight below the level of militia.

<font size="2" face="sans-serif, arial, verdana">I have never understood why their skills are THAT low either. Berserk will trash their DEF even if it was good to start with, so the only point of low skills is to make them unable to hit the broad side of a barn if they aren't berserk yet. I think it's excessive.

(snip detailed stat comparison)
Quote:


As you can see, the war minotaur is WAY more costly and WAY worse. Moving the minotaurs up to size 4, 32 HP, 11 attack and 9 defense, 19 strength... and maybe 45-50 gold... would make them worth building. Possibly. If they're still bad, increasing natural protection to 6 or giving a gore or hoof attack would resolve it.

-Cherry

<font size="2" face="sans-serif, arial, verdana">11 attack and 19 strength? On a Berserk 4? That makes them 15 attack, 23 strength - with battleaxes! - once they take a point of damage (assuming of course that they survive it, which is why I like the natural protection idea). I think that's just a bit excessive for a 40 gold unit.

Defense wouldn't help them much - if they have to fight instead of trample, they will probably shortly be berserk (which, incidentally, already makes up for most of the attack and strength difference from a Jotun and makes them unroutable - but WM are still far more fragile for a higher cost.) Protection is almost always better than defense, but doubly so for a berserker who gets extra protection and reduced defense *and* needs to get hit and survive to go berserk in the first place.

I like the idea of giving them more natural protection - it would help both the normal and the war minotaur. More HP would help them survive long enough to go berserk, too.

A gore attack seems appropriate, but probably wouldn't do much for them - they already have good offense if they're berserk and can't hit worth a damn if they're not.

Do they have recuperation? Any unit that needs to get wounded to fight effectively isn't going to do well in the long term if it can't recuperate.

They ought to be viable without Mass Protection, and very dangerous with it. Currently - they're not as much of a risk to the rest of your army as chariots or elephants because they have good morale and berserk, but instead you risk losing a lot of expensive minotaurs every time they take the field.

Jasper February 12th, 2004 02:01 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Quote:

Originally posted by Chris Byler:
I have never understood why their skills are THAT low either. Berserk will trash their DEF even if it was good to start with, so the only point of low skills is to make them unable to hit the broad side of a barn if they aren't berserk yet. I think it's excessive.
<font size="2" face="sans-serif, arial, verdana">Good point. Their clumsiness is a serious detriment, as if you use any significant amount of Minotaurs you can expect to face Cavalry -- which just destroy Minotaurs.

Considering their very high cost, and especially compared to Jotuns, I'd say they should probably have 10 attack/defense. I'm guessing most of their cost comes from Trample 3, which IMHO is overvalued.

February 12th, 2004 02:35 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
I say nay to Size 4. Otherwise they will try to trample Cavalry, which will cause their fatigue to skyrocket since they are so large.

More HP, base protection and more Berserk would work just fine.

Their Def is already so low when berserking, even militia line up to see if they can pin the tail on the Mino. So if you adjust it, it has to be significant to have any real impact so there is no real point to it. You could just start them with "Gone Berserk" so they don't have to be hit in order to have their benefit, though this could be dangerous.

Another attack in a Gore or a Hoof would allow them some chance against Cav (though they would still get eaten by Lances, which is fine, Cav already have enough going against them).

st.patrik February 12th, 2004 03:30 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
I just want to throw in here that the New Era's Grove Guards actually work pretty well - I think mainly because they have a higher PROT rating (19). They stand up pretty well to cavalry and are essential because almost everyone else in Pangaea uses a spear, which at dam 3 just isn't enough to pierce thick armour (i.e. knights).

I'd love to see some attack and/or HP boost though

Arralen February 22nd, 2004 12:52 AM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Version 0.4

The Last Version for domVersion2.06. Next will be 2.10 or so ... .

README.TXT
#################################################
Version info

0.4 - Last mod for DOMVersion 2.06
Maenads - have "Claws" instead of "Claw" => 2attacks without the
need for ambidexterity (I hope) which cannot be modded in DOM2.06

Centaurs - can only go berserk-1 instead of -3 now. They are
medium-protection, high-defense troops with 3-turn standoff-
weapons (Javelins). Loosing 3 defence simply makes shure that
every centaur hit will die too. Charging the enemy all alone while
the other are still firing from behind isn't a good idea, being
unable to defend yourself at the same time begs for desaster.
+1 ATT to compensate.

Dryads made more expensive ...
they shouldn't be en par with Sages etc.

Light Minotaurs -5 gp, +1 berserk, -1 enc
Heavy Minotaurs +2 STR, +3 hitpts, +1 ATT/DEF, +1 berserk, -1 enc,
+5 gp, strategic move 2.

0.3
Improved non-berserked Maenads a bit. But they
still go dead instead of berserk most times, and
I don't really have any idea what to do against that.

Put furs on all satyrs except the hoplite of course.
I'm not shure about the reveler, though. It's only
chance of survival is high defense, and furs are at -1.
With quarter- or snake staff it's down to 16(15),
which isn't sufficient at all.

thanks to Zen and Jasper for their suggestions

0.2
nothing to brag about

0.1
...

#################################################

.. will do some testing, than release the mod to the illwinter page. Anyone interested in testing email me.

See you with DOM2.10 http://forum.shrapnelgames.com/images/icons/icon12.gif

[ February 22, 2004, 17:02: Message edited by: Arralen ]

Arralen April 9th, 2004 10:44 PM

Re: MOD: Pangaea standard theme wth. usable Satyrs
 
Thanks to Easterholidays, v0.4b ist available for testing !


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