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Conceptual Balance Series (Mod)
The following is a Mod that deals with some of the Balance Issues you may be finding in Dominions 2 (as of 2.15).
This does not by any means say that this is a "perfect" Version of "absolute" balance. But it plays into the variability of strengths and 'niche usefulness' of certain aspects of play. It also has some thematic roots, though they are mostly applied after balance consideration. (Example: Nagas, from my imagination, classic literature, mythology, RPG (in general) are sneaky, or subterranean or in some way try to hide their true form in order to manipulate events/people/mysticality. So the Naga has been given Stealth because it is seen that Naga's are underpowered and don't have even a niche use. Most of the reasoning of these changes is based off of MULTIPLAYER experience, as balance doesn't have an incredible impact on Single Player or Sandbox play. It has been long felt that the actual selection of pretenders is far less, for you could find or do better with another pretender what should be Pretender X's strength. You also were able to dismiss entire classes of Pretenders (Some Humans, Some Nagas, Some Dragons, some Immobiles) for being categorically unfeasible to use in a competitive strategy. Note about Feedback: If you'd like to post your feedback, great. If you want to post your feedback in a manner that does not promote or follow a trend of discussion, don't. I will ignore your feedback totally unless you give /reasons/ for such. I will also ignore any feedback that is only based off of inexperience (you looked at the Readme and didn't even look at the full ramifications) or no experience. If you only want to rant or 'get your opinion in' please state it up front so I can ignore your comments for the sake of the mod and only take them as, just that, your opinion. You can find the file as the attatchment, or here -> www.techno-mage.com/~zen/ For those Mod Install Challenged, follow the following Process: Download the Zip Extract all files in the .zip to your (mydominionsdirectorypath)/dominions2/mods Start Dominions 2 Go to "Preferences" Go to "Mod Preferences" Click on "Conceptual Pretender Gods" so that it says Enabled Create a New God Note: Only games started with the Mod in place will have the changes of the Mod in effect. Copy of READ ME: These are the following changes to the Pretenders. There are some things which are limited by the Modding Tools availiable for Illwinter. One of which is a redistricting of Pretenders, along with other statistical, auto-summoning, battle-summoning, certain unit modifications, global modifications and others. The Conceptual Balance series is my concept of Balance of the Game to allow *everything* to be a viable and game mechanical worthy choice not specifically for theme. While there is no "best" there are certain Pretenders with certain nations better suited to various strategies. With this in mind, here are the changes. Weapons: Fire Breath +2 AOE New Weapon: Wing Buffet Pretenders (Red, Blue, Green) Dragons +Wing Buffet, +5 Prot, +2 Prec, +2 Def Dracolich +Recuperation, +Wing Buffet Manticore +4 Prot, +2 Att, +2 Def, +Wing Buffet Ghost King Basecost: 110, Pathcost: 30 Cyclops +25% Forge Bonus Golden Naga +Mounted, +Body Slot, Dominon: 2 Naga +Mounted, +Body Slot, Dominion: 2, Stealth 0 Lord of the Gates +100 CR, +Fear, Basecost: 75, +Earth Scorpion King +Mounted, +Body Slot Shedu +Earth, +2 Def, -1 Enc, +Wing Buffet (White, Black) Bull Pathcost: 60, -2 Enc Lord of Fertility +Awe +1, +Nature Lich +50 FR Master Lich = Arch Lich +2 Death Gems, +Disease Cloud 6 Lich Queen +50 FR Saurolich +50 FR Void Lord -Head Slot Son of the Sun (First Variety) +Fire Son of the Sun (Second Variety) +Fire, Basecost: 75 Ancient Kraken +50 PR, +50 CR ***** Queen +Stealth 0 Mother of Lions +Stealth 0, +3 Def, +Bite, +Nature Asynja +Glamour, +Stealth 25, Pathcost: 40 Daughter of the Land +Earth, Basecost: 75 Divine Glyph +Immortal, Basecost: 75 Medusa +4 HP All-Father Pathcost: 50 Master Alchemist +Earth, -2 Enc, +2 Prec, +9 HP Fountain of Blood +10 HP, Pathcost: 30 Oracle +10 HP, Pathcost: 30, +2 Astral Gems Titan (Female) +Nature Wyrm Basecost: 50 Earth Mother -1 Enc Sacred Statue Basecost: 30, -Astral, Pathcost: 20 Monolith +2 Nature Gems Lord of the Wild Basecost: 125 Colossal Head +Nature, +Blood Prince of Death Pathcost: 70 Titan (Male) Basecost: 110, +Mapmove, +1 Att, +1 Def, +1 Prec, +Mountainsurvival Father of Serpents: +3 Def, +2 Prec Lord of the Desert Sun: +3 Def, +2 Prec Phoenix +Fire Jade Emperor -1 Enc, +2 Prec Freak Lord +Nature, -2 Enc, +11 HP Arch Mage Basecost: 20, -2 Enc, +11 HP Crone = Hag Basecost: 0, +6 HP, +3 Prec, +Iron Crutch, -2 Enc, +Heal Troops Great Sage Basecost: 25, +8 HP, -2 Enc Frost Father Basecost: 45, +8 HP, -2 Enc Master Druid Basecost: 45, +8 HP, -2 Enc Great Enchantress +Ethereal, Basecost: 45, +7 HP, -2 Enc Smoking Mirror +5 HP, -2 Enc Arch Druid +11 HP, -2 Enc Arch Mage (Water) +9 11 HP, -2 Enc Seer of the Deeps +9 HP, -2 Enc, Basecost: 45, +Water, Dominion: 2 Great Warlock -2 Enc, +Fire, +Quarterstaff, Dominion: 2 Divine Emperor -2 Enc, Dominon: 3 Divine Serpent Pathcost: 30 Serpent King -2 Enc, Dominion: 3 Son of the Sea +Water, +Mapmove Virtue +100 FR |
Re: Conceptual Balance Series (Mod)
Ooorah! That looks awesome, Zen! Now to get some MP games going using it. Thanks! http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Conceptual Balance Series (Mod)
Wow .
What's the reasoning for giving a virtue 100% FR as well ? This way you don't need any resistence stuff at all . May i ask what happened to your new spell references as well ? |
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blitz tomorrow
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Just glanced at the list. So everyone is improved except Ghost King, Prince of Death, and Allfather who are nerfed? And a few others (Moloch at least) are untouched? Interesting.
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If you want to count the nerfs, you might also want to include the missing head slot on the Void Lord.
Though of course, I always thought he just stuffed his facesucker in the top of all his helmets, looking like an octopus trying to get through a heating vent. |
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I like what you've done to the human pretenders, I'm looking forward to trying them out! I suppose you've considered stripping the Moloch of his imps, and decided not to? |
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you leave my imps alone you!
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Yep, a number are seemingly untouched (Lady of Fortune, Carrion Dragon, etc). But it definately makes some of the "lesser" pretenders much more worth taking a look at, and makes the human pretenders a little less lame (they all have more HPs than a drowning kitten, for instance http://forum.shrapnelgames.com/images/smilies/wink.gif ). Using this mod, I think you can hope to see more than the same ten pretenders in every game (even if you still see 33% VQs http://forum.shrapnelgames.com/images/smilies/wink.gif ). Nice. |
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Ya, I noticed the Void Lord but forgot to mention it. The Sacred Statue got an odd change that I'm not sure is a nerf or a bonus. I guess it's to differentiate the Oracle, Sphinx, and Statue a little more? Now Statue is the most versatile of the three and Oracle is the cheapest Astral 3.
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I'd agree with Moloch without Imps.
Virtue should have base cost of 75, and have +6 HP, +2 Att, Def and MR. All Humans should have 1 more starting path except Great Enchantress that have etherealness. Abysyan G.Warlock +8 Hp, because it should be with more life than humans. Lich shouldn't have fire res ... they're immortal, and they're difficult to kill. Overall good job, especially giving Asynya chances to be chosen instead of Odin. And nice having GK nerfed. EDIT: I'd agree with Cainehill, Skratti is similar to Aby G.Warlock |
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Hmmm. Intuitively it seems like the Skratti should maybe get its HPs bumped just a little - there's just not enough difference between it and some of the human pretenders, HP-wise. |
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I want your feedback, even if it's suggestions, but you could do me the favor of actually looking a the mod instead of reading the Readme. |
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In his current state, the Skratti has tougher stats, costs 50 and has 10/path, it's hard to not choose him if you are going for a Rainbow Pretender as Jotun, I feel. |
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Re: Human Pretenders -
Human Pretenders are a hard cookie to balance while remaining true to flavor. They should, in effect, be powerful casters of magic but bottom of the barrel fighters (with barely enough hp to survive direct applied force, as it is with the mod) But the changes I would like to make (Enchantment Bonus, Global Research Bonus, Auto-searching, etc) are unavailiable at current. The only way I could simulate being consummate spellcasters without drawing away from the "Demi-Gods have more FOCUS, but less variablity" that giving them lots of paths would do (You can't change the scaling of paths or that would be another great factor to make it more realistic) was to make their Encumberance so low that fatigue was less of an issue (Especially if you look at getting 4Stars of experience, which makes their Enc 0, and a very real shift between Demi-Gods and Humans for casting encumberance). If you have ideas with the current modding tools availiable for suggestions to make Humans fit into their Dominions 2 concept, please don't hesitate to mention it. |
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Looks great, thanks for all the work. I'll venture some suggestions, at the risk of being argued into a pulp.
The main problem I had with human pretenders so far was that their only advantage (lots of cheap magic paths) was at such high risk because they're so vulnerable. The higher hit points help that a lot, since now they're more likely to survive seeking arrows and stray shots on the battlefield. I like the idea of giving the humans small unique bonuses so they don't all look the same, so here are some ideas:
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Re: Conceptual Balance Series (Mod)
Wow, looks good... I am probably not going to use it, at least not yet, as I play SP and haven't yet found the IW-balance to be too far off. http://forum.shrapnelgames.com/images/smilies/laugh.gif
For Foom: Have you tried the chinese mod? I think it was called Kami. In it, there were Shrines carried by four swordsmen. They had four attacks with the swords! It was a great touch, and giving Divine Emperor four Emerald Lords to carry his palanquine could help it nicely... He wouldn't have the full protection and would be unable to use body armor, but he would have some ambidextercity and maybe three misc slots as well? Awe and/or starting dominion would probably be too good for a mere human... Remember how rare Awe is, and how all the humans have low dominion. Divine Emperor might be able to be a mage of mysterious powers, but so would be all other wizards... Why is this one special, besides the fact that he won't touch earth on his own feet? |
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This looks very nice!
My main reservation is with the increased hit points on low-hitpoint pretenders, for thematic reasons. I don't mind it that much, but pretenders already get HP bonuses for dominion, and I don't like the D&D feel of people being able to take superhuman amounts of injury. In this case it's ok I suppose since they _are_ superhuman, even if they started human. However I do like the idea of toughening the humans by adding some equipment to them. Ethereal Robes and missile protection items and/or reinvigoration to increase the "great wizards" theme you had in mind. PvK |
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I prefer to think of it as being like Glen Cook's Black Company mages - some of the Taken survived being hanged, beheaded, emtombed for a thousand years, smashing into a castle wall at about 100 miles per hour (with no seatbelt, air bags, or, mmm, car http://forum.shrapnelgames.com/images/smilies/wink.gif ), and worse.
That's what I think of, when I think of human mages attempting to become gods. Not someone's grandmother who could be killed by 3 good papercuts. http://forum.shrapnelgames.com/images/smilies/wink.gif That said, I also have some reservations about the human mages hit points, mainly because it seems that if an arch-mage has 21 hit points, a giant mage-godling should have more than 50% more. It's a scaling problem; not that the Skratti really needs improvement, but that it seems it should be substantially harder to kill than a crone. So - maybe a couple built in magic items might help, in place of the hit points. Ethereality, air shield, lightning immunity, regeneration (on the druids especially, who also might still get higher HPs). No uber items - as a game went on, you'd quite possibly want to upgrade the items, but enough to give them an initial bonus. (Albeit I don't think pretenders / units can be modded for things like misc items.) Anyways - the HP increase for humans isn't bad; for instance, it makes it rather more difficult to nail a human pretender with a single Seeking Arrow, which has always been an issue with sending them out site searching. |
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PvK,
Yes, those are all good suggestions. However, when you give them additional equipment (like say a Robe of the Magi), it doesn't transfer over the actual applies bonuses of the magic item (+Paths, or Resistance, or whatever), only the physical statistics and such. I could give someone a wraith sword as starting equipment and it wouldn't make a big deal, but giving someone say, a Rune Smasher, would not give them a penetration bonus, or Elemental Armor would not provide any resistances. This is where you run into the limitations of the Modding tools at current. |
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see? everyone thinks the skratti should just be given a wraith sword...
http://forum.shrapnelgames.com/images/smilies/happy.gif |
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The newest Version has been updated to 1.3
It has a few changes, from the original which are as follows: Weapon: Plague Breath +1 Ammo Dracolich +Recuperation, +Wing Buffet, +4 Prec, +5 Prot Virtue +Astral, -Air Skratti -> Elder Skratti +1 Att, +3 Def, +Blood, -1 Enc Bog Mummy -> +25 FR Please note, the Original Post Attatchment has been changed and updated to Version 1.3. If you have a hard time downloading it from techno, try the attatchment. |
Re: Conceptual Balance Series (Mod)
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Zen, looks like you forgot to mark the Basecost for Naga and Golden Naga as changed in the readme, it's down to 90 from 100.
The Caelian Arch Seraph has also not been edited at all, so (other than flying + CR) it's currently far inferior to a lot of the other rainbow pretenders. Something sneezes too hard in its direction and it's toast. If you (or anyone else) are interested in seeing it, I made some changes into the conceptReadme file (edited file attached). I edited out a couple of spelling mistakes and organized the changes on each pretender into a systematic order, the order of listing varied quite a bit. I also organized the pretenders by type to the following categories: Monster, Giant, Immobile, Human (rainbow), and added an Unedited Category where the pretenders with no changes are listed. Makes it a bit easier to find what you want if you're looking for a specific pretender's changes. There are a few pretenders that didn't really fit squarely into any one of the categories, and they are: Virtue, PoD, Medusa (listed under monsters), and Ghost King, the 3 Lich types and Bog Mummy (listed under humans despite being death specific). Now, I might be ignorant of the finer points of balance issues, especially where multislayer games are concerned, but as of right now, your mod is getting permanent enabling on my Dom2, it makes so many previously useless pretenders attractive and even makes some of them more thematic. Great job! http://forum.shrapnelgames.com/images/smilies/happy.gif Edi |
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I really like these changes. I wish they could find their way into a patch.
There is something that puzzles me, though. Three of the pretenders got a nerf. I am not going to argue against the logic of it, I will just take it as a compliment for my taste in pretenders, as the only time I do not use the Ghost King is when I use the Allfather. But I wonder, how do people use the Prince of Death effectively? As early as the middle game you have to stick him in the lab, because undead-specific spells like Dust to Dust easily destroy him. This is not a big deal for the Ghost king, because deep down under, he is a rainbow mage. But with the increased path cost, the Prince of Death looks rather pointless to me. |
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PoD is a very good choice as pretender IMO, before the Patch.
Good stats, flying, with massive fear for taking out indies. |
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The best way would be to play MP games with them, not only SP games.
The problem is that I dunno if a server like Mosehansen's one could implement Mod usage. Even by default it could be pretty nice to have some new game started with that Mod. I'd like it really, but Skratti and G.Warlock needs some more HP now that humans are close to them for HPs. |
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Looks good Zen, thanks for the work!
I like the HP bonuses on the human pretenders. To me, it says that you will no longer be forced to take death magic if you choose them (for Twiceborn). It still makes a lot of sense to do so, of course. But you arent really *forced* to do so, anymore. |
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Twiceborn works on pretenders?
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If the Pretender in question can be affected by Twiceborn, it will work on her. This spell does not work for lifeless Pretenders, Undeads and various Demons.
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On animate pretenders, sure - not undead or most immobiles. Additionally, becoming a wight mage is only a good thing for a handful of pretenders - the human mages being the most prominent example. |
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Thanks Edi, that is a much better Readme than the one I had previously. I hereby make you my official editor! http://forum.shrapnelgames.com/images/smilies/wink.gif
Yes the Arch Seraph and a few others that have changes in mind have not been totally modified since I am looking for a little feedback on what people think or feel was a good change and what isn't a good change. Re: PoD The only reason this fellow didn't see more play for some people was probably because of the Ghost King. While he is the most affordable Death Pretender, he was also very easy to choose over comprable other Death Pretenders (Liches and Lord of the Gates, notably). I may end up changing him in another way while trying to retain the flavor that he is the PRINCE of Death. As of right now he's still a great choice for a Pretender but might not be viable for his preference (Death). I will have to think more on this. Postnote: I used the PoD extensively. He was invariably always a good choice no matter the nation (baring Jotunheim), even with his weakness to Dust to Dust (especially since he has longdead friends). |
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You're welcome, Zen. I'll be happy to help in this capacity in the future as well. http://forum.shrapnelgames.com/images/smilies/happy.gif
By the way, did you get my second PM regarding the MIQR? The one about the three items with non-obvious bugs? Edi |
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Done. Actually a good thing that you didn't get the first one, because the new PM has more comprehensive info after I checked the MIQR to confirm a couple of suspicions.
Edi |
Re: Conceptual Balance Series (Mod)
This looks interesting; I will try to check it out soon, but probably wont be able to give non-trivial feedback for a month or so, so I'll just keep quiet until then. But thanks for your effort!
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This weekend will be another trial test for the Conceptual Pretender Mod along with a few updated deals based on feedback.
If you would like to participate in some of these blitzes, it will be during the weekend and most will be gathering in the Gamesurge.net IRC channel. |
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If one's going on Sunday, I'll probably be in; too much going on this Satyrday. |
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You could leave the human pretenders with their inferior stats but make them dirt cheap(er), possibly even making their basecost negative, if possible. I think of it as being able to take a rather unimpressive god to have points for dominion, just like you can cripple your dominion for points for your god. So what if a gust of air could take them out and they have high encumbrance, bad precision, and 1 tacitical movement, you can afford all the scales you want and still a couple paths of magic on them.
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Hmm. That'd work for hags/crones, imo - give one incredibly flimsy pretender with 0 pathcost, for those who care to try it. In my opinion, it'd be iffy, but playable - even as a combat mage. One hell of an artillerist, with high skill in certain areas, and various spells reduce or eliminate the risk of dying and losing paths in a battle. Also - getting owned by artillery spells? Unless / until the AI is changed, flyers might take out a judiciously setup pretender, but artillery won't, not before battlefield-affecting spells are researched. Mind - I like the added HPs for the humans. But the one human pretender that is supposed to be fragile and weak could be left ... fragile and weak, but cheap and/or beefed up magically. After all - if magic paths cost 0, it can afford 1 death and still be at least equal to any other human pretender in paths, depending on how it is set up. ( 8 1-point paths on a normal 10 point human is 80 points - 8 2 point paths on a 0 point human is 64? ) |
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Oh - also, human pretenders _can_ swing the tides of war, I think. Yes, it's risky, but a high magic path human can do wonders. I once had great success with a human mage for one of the dead Ermors, and was in the HoF most of the game, since I got bored site searching. http://forum.shrapnelgames.com/images/smilies/wink.gif Didn't even have TwiceBorn on him, as I recall. |
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Ah well - it's only fire and frost, relatively cheap to equip a single commander against.
Hmmm. Give all human pretenders either stealth or glamour? (Glamour, because who notices one more puny human amongst the peasants?) |
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Do you have an idea about when will the Magic item part of your mod be available for public usage? I am asking this because a game using your mod is to be started on the French Boards (Net4war), and so we may add your Magic item mod if it is available before the game starts.
Thanks! Alneyan |
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If you'd like I can release a Beta Version (with only confirmed good idea changes) in place as well as the newly updated Pretender's portion. If you are starting your game tommorow I will have it avaliable for you to try out.
Thanks, JB |
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The game will be starting Wednesday or so, so I think the full item Version is not needed yet. If the list of the changes is already available, it would be helpful however; otherwise, feel free to upload the Beta Version instead.
Thanks a lot! Alneyan |
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Alright, a few changes!
The latest Version is 1.5 I will try to have the Readme out as soon as possible with the total changes, for those browsers http://forum.shrapnelgames.com/images/smilies/wink.gif Find the mod here at www.techno-mage.com/~zen/conceptp15.zip or as the attatchment to this post (I will bring down the other after this one has gotten out) Dagon - +6 Def Manticore - +8 Prot (Total: 18, like a Kithartic Lion) (In addition to other changes) Prince of Death - 100 CR, 100 PR (Replacing other changes) Arch Mage - Dominion: 2, Basecost: 25 (In addition to other changes) Hag - Basecost: 25 (In addition to other changes) Frost Father -> Rime Mariner - +Sailing (In addition to other changes) Son of the Sun (Non-astral) +2 Fire Gems (Replacing other Changes) Neried - +Mounted Void Lord - Dominion: 3 (In addition to other changes) Arch Seraph - +8 HP, Basecost: 50 (In addition to other changes) Master Druid - +Swamp Survival (In addition to other changes) Lord of the Gates - -100 CR (In addition to other changes) ***** Queen - +5 Prec (In addition to other Changes) Shedu - -1 Enc (In addition to other changes) Lord of the Night - Basecost: 125 I will have my editor get back with you for the full readme. As well as my next post will try to do some of the explaination why certain things were given certain traits. |
Re: Conceptual Balance Series (Mod)
Quite good, thanks for making this, Zen
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