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Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
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Recent updates:
0.3b - more balancing --a few more stat balances 0.3a - balancing --completely revamped all recruitables stats and equipment; mostly a nerf --revamped human heroes stats --revamped newarmors; created newarmor 'leather scale hauberk' --edited t'ien ch'i national spell 'wrath of the ancestors' to include MA & LA qayan 0.2e - fixes - thanks radio_star and mehrunes_dagon --fixed 'summon burkhan', 'summon chotgor' and 'summon abaasy' spells --fixed newweapon 'spring attack' --increased 'manghit udagan' to mapmove 4 --removed extraneous 'manghit' recruit --changed 'call of the mastodon' spell to a flat 3 effect summon for 2 gems --reduced 'shudkher' unit's prot --fixed genghis pretender domsummon by removing extraneous tags --enable EA heroes 'khadny mangaa' and 'arvan tavan tolgoytoy atgaalzhin' --increased pathlevel of almost all spells EDIT: EA: Erlik Qayan, Death & Fire --Priests reanimate but can't preach, recruit demons and undead MA: Cinggis Qayan, Wrath of the Khans --About the same as they were before, a few less mages though LA: Tengri Qayan, Spirits of the Sky --Similar to Cinggis but with even less mages, dyingdom, SC national pretender Disclaimer: I do not claim that any of the sprites used were hand drawn. The non-vanilla sprites are all edits of graphics found online. The sprites are free for anyone to borrow and use for themselves. I thank Globu for his help. I made a little showcase for the non-vanilla sprites. I marked Globu's wonderful sprites with a 'G', left of their head. Many of my sprites are not finished, but usable - they do have action sprites, though. http://forum.shrapnelgames.com/attac...5&d=1269014862 The eras appear to work together fine; however, I don't know how to do an all era game, so I may be in error. Many mages have an inherent magicboost to one or more paths. So if they have get a random pick, they will often have 2-3 skill in the path they get. Maybe I should add a more specific, less fluffy way of saying this to each mages' description? Future updates: Rename 'Genghis' pretender to 'Celestial' or 'Heavenly' Khan. As suggested by Globu. More appropriate descriptions; this will require a visit to the library. Sprites. Edits to gold cost and starting paths/randoms pending feedback. New summons: Pegasus All spells: Do you feel the paths and schools are appropriate? end EDIT Cinggis Qayan is pronounced ching | giss hahn (rhymes with thing | hiss khan). Although a common rendering from antiquity is Genghis Khan. However, I encourage people to take a personal approach and say it however they like. :) Many of the sprites are vanilla as I am not an artist. I plan on eventually making my own, or possibly convincing my youngest brother to do it. (He is an artist, but he hates dominions.) :( Although I would have no trouble accepting submissions. ;) Edit: Globu has kindly offered to make some sprites. Hopefully this will lend a little more personality to the Qayan! Feel free to offer any suggestions, comments, criticism, or anything else you wish to say. Please be certain to let me know of errors or conflicts in my code, I'll be happy to fix it. And if you have any modding experience, don't hesitate to review my .dm for anything that looks off. (I tend to be thorough and at times redundant, so it may be on purpose.) I have used this mod with and had no problems with the following other mods: CBM 1.6, CPCS, Deep Dagon, FW thugs n summons 1.00, Greater Gods, Worthy Heroes 1.8, Streamers & Standards (Llama's version), Nova Deus II, Magic Site Mod and Throne of Heroes. Also works with the warhammer nation mods: AI Ogre Kingdoms, Chaos Undivided, Tomb Kings, Bretonnia, Dwarfs, Lizardmen, Skaven, Wood Elves I would like to thank the creators of all of these excellent mods! Especially my favorites: CBM, CPCS, Chaos, Dwarfs, Lizardmen and Skaven. :up: I would make a warhammer nation if I was an artist. :( Clearly not with *ALL* of the mods enabled, this would lead to problems with too many spells. I've edited some of those mods on my own machine to work together better, hopefully my own edits aren't actually allowing my mod to work without errors. I tried to be thorough and examine the IDs used by those other mods. Changelog: 0.2d - adjustments and sprites --created new units 'khadny mangaa', 'arvan tavan tolgoytoy atgaalzhin', and 'khangard'; enabled 'khangard' as a LA hero --created newweapons for natural attacks of 'khadny mangaa' and 'arvan tavan tolgoytoy atgaalzhin' --created sprites for 'khadny mangaa', 'saman of erlik', 'kut', and 'burkhan' --reworked pretender 'erlik' sprite, including a more human scale, still can't get that dang arm right though --scaled down and cleaned up 'almas' sprite --changed EA multiheroes --added 1 fire gem to EA startsite 'the ceremonies of ot', added 1 air gem to EA startsite 'erlik's death-hall', removed astral pearl from EA startsite 'erlik's death-hall' --revamped stats of 'sholmos' and 'shudkher' units, bringing them more in line with yomi 'onis' and lanka 'rakshasas' --edited sauromatia national spell 'call ancestor' to include MA & LA qayan --restricted 'kharash' spell to MA qayan --edited 'jadaci of storms' from a lower level copy of 'storm', to a higher level copy of 'thunder strike' with 5 effects --adjusted pd numbers of all eras --other minor changes 0.2c - fixes and balancing - thanks radio_star --created new EA summons 'abaasy' and 'chotgor', created associated summon spells --new sprites using skySpirit sprite as template: 'abaasy' and 'chotgor' summons, 'tenger' multihero, 'tengri' pretender --reduced MA starting gems --changes to 'genghis' pretender: gave magicboost 1 to encourage taking magic paths, gave onebattlspell 'divine blessing', changed domsummon to 'kheshig' only, removed makemonster --removed fear from 'geser' hero, increased awe to 3 --changed 'summon death worms' spell to blood school --renamed 'yeti' to 'almas', revamped description --changes to 'shudkher' commander: reduced fear to 3, reduced magicboost of blood path to 1, enabled 'sholmos' sprite, reduced randoms by 10% --changes to 'summon sholmoses' spell: less effects, higher slave cost, higher research level --fixed 'kharash' spell description --changes to EA PD: added 'qam of erlik' commander, added 'kut' troops --removed domkill and domunrest from EA --fixed 'erlik' pretenders' domsummons, other changes --numerous changes to 'endur' summon, 'tenger' multihero, and 'tengri' pretender --other minor changes 0.2b - more accurate terms, some sprites, a showcase --created sprites for sholmos, servant of odqan, and servant of tengri --adjusted some stats and magic paths --created #newweapon "silver cup of manzan" --exchanged sholmos 'claws' with 'stone club'; added 'furs' --exchanged yeti 'claws' x2 with 'fist' x2 and 'head butt' --gave servant of odqan 'throw flames' --fixed 'summon death worms' spell, then changed path(s) to blood only --cleaned up sholmos sprite --created 'qayan tiger' unit to represent Siberian tiger; created related summon --created 'mastodon' unit, and pointed 'call of the mastodon' spell to it --added Globu's mammoth sprite for mastodon --raised gem cost of 'chosen of tengri' by 5 --cleaned up yeti sprite, and scaled action sprite better --raised enc on most mounted troops by 1-2, lowered AP of all mounted troops by 1-3 --changed name of 'servant of erlik' to 'priest of erlik' --created new units 'servant of erlik' and 'kut'; added to ea qayan recruitment queue --changed name of 'qayan honor guard' to 'kheshig' --changed name of 'qayan warrior woman' to 'khatun' --changed name of 'qayan scout' to 'noyan' --changed name of 'qayan tarkhan' to 'tarkhan' --changed name of all qayan 'vessels' to 'manghits' (mangudais) --changed name of 'servant of tengri' to 'qam of tengri' --changed name of 'servant of odqan' to 'qam of odqan' --changed name of 'servant of erlik' to 'qam of erlik' --changed name of 'servant of manzan gurme toodei' to 'udagan of manzan'; then changed unit to female --changed name of 'servant of bay-ulgen' to 'qam of bay-ulgen' --changed name of 'servant of eje' to 'udagan of eje' --changed name of 'servant of ot' to 'qam of ot' --changed name of 'priestess of tengri' to 'iduan of tengri' --changed name of 'vessel priestess' to 'manghit udagan' --changed name of 'priest of bay-ulen' to 'saman of bay-ulgen' --changed name of 'priest of erlik' to 'saman of erlik' --changed name of 'vessel high priestess' to 'manghit iduan' --changed name of 'sky spirit' to 'endur' --changed name of 'chosen of tengri' to 'burkhan' --changed name of 'elder sky spirit' to 'tenger' --gave all human units 30 cold res, gave all non-human units 50 cold res --created three new national spells 'jadaci of snows', 'jadaci of rains', and 'jadaci of storms'; they are altered copies of 'wolven winter', 'rain', and 'storm', respectively --created new national spell 'kharash', battlesummons 25 militia --changed 'summon yeti' spell to air and nature paths --changed name of 'awaken bay-ulgen' spell to 'awaken lord of the upper spirits' --changed name of 'qayan militia' to 'unaghan borghul' --changed name of 'qayan infantry' to 'nokud infantry' --changed name of 'qayan bowman' to 'nokud bowman' --changed name of 'qayan vanguard' to 'nokud vanguard' --changed name of 'qayan light cavalry' to 'nokud light cavalry' --changed name of 'qayan cavalry' to 'nokud cavalry' --changed name of 'qayan cavalry woman' to 'nokud cavalry woman' --changed name of 'qayan heavy cavalry' to 'bahadur' --added A path mask to erlik shaman randoms 0.2a - sprites! --fixed some major problems by combining three ages into one mod --changed some minor things --created two new spells "Call to Mother Earth" and "Awaken Bay-Ulgen" --created sprites for 'sky spirit' --added unfinished sprite for erlik's human form --removed sky spirit from recruitment queue, this was a testing measure only --created sprites for 'Olgoi-khorkoi' - Mongolian death worms --fixed gcost of sholmos and shudker demons --created sprites for 'yeti' --created pd only militia archer women --added Globu's wonderful sprites! - priestess of tengri, genghis pretender, khan chassis heroes, servant of manzan, qayan militia and qayan archer 0.1d - Ch-ch-ch-changes! --fixed startsite errors, and edited startsites of erlik qayan - thanks humakty --changed erlik pretender hardpaths from 1S 2D to 3D --cleaned up some code; there is still slop though --reenabled summon yeti spell --edited hardpaths/randoms and descriptions of servant of ot, servant of erlik and servant of odqan --edited startsites of cinggis qayan --edited hardpaths/randoms and descriptions of priest of bay-ulgen, priestess of tengri, servant of eje, servant of bay-ulgen and servant of manzan --raised gcost of priestess of tengri to 280gp 0.1c - Another try! Thanks everyone! --reduced gcost of archer from 40 to 15gp --created two more eras --some other minor changes --fixed Lasso and Qayan Heavy Lance using 'harpooning' instead of 'entanglement,' as suggested by SlipperyJim. Entanglement only works on 'magic' weapons. 0.1b - Couldn't of done it without you guys! --edited some descriptions, especially pretender entries; removed Earth historical references --edited historical-based heroes maxage to match age at death --cleaned up some code; redundant, slop, and unecessary code --raised all #prec values of 10 to 12 --gave all units #ambidextrous 2; thanks Trumanator --edited #fear values for Khan heroes; edite #itemslots for Khan heroes --raised cost of , "Qayan Cavalry", "Qayan Cavalry Woman", "Qayan Heavy Cavalry", "Qayan Chariot", "Qayan Vessel", "Qayan Honor Guard", "Qayan Captain", and "Qayan Warrior Woman" each by 5gp --distributed the "Medium Lance" to most cavalry; the rest got "Qayan Heavy Lance" --changed instances of '338 -- heavy hoof' to '56 -- hoof', smaller, faster horses with lighter shoes for faster travel pretty much precludes a heavy hoof --changed many #custommagic values --reduced misc slots of most heroes --changed all instances of #mr20 to #mr18 --removed aoe effect from "Death Worm Acid" and "Death Worm Shock"; increased range of both from 5 to 10 --replaced "Qayan Javelin Hail" with "Javelin Hail" --replaced "Qayan Magic Sabre" with "Magic Sabre" --repalced "Qayan Sabre" with "Sabre" --swapped IDs of "Sabre" and "Magic Sabre" --replaced "Qayan Greatbow" with "Longbow" --replaced "Qayan Horsebow" with "Composite Bow" --created #newweapon "Medium Lance" --created #newweapon "Qayan Heavy Lance" --created #newweapon "Lasso" --replaced "Qayan Light Scale" with "Qayan Scale" --replaced "Qayan Heavy Scale" with "Qayan Lamellar" --replaced "Qayan Lamellar" with "Lamellar Armor" --replaced "Qayan Scale" with "Leather Scale" --edited stats for "Lamellar Armor" and "Leather Scale"; swapped IDs --raised cost of "Qayan Infantry" from 11 to 13gp --raised cost of "Qayan Bowman"; reduced natural prot of "Qayan Bowman" from 2 to 0, this was an error --raised cost of "Qayan Vanguard" from 20 to 30gp --raised cost of "Qayan Light Cavalry" from 25 to 35 --raised "Javelin Launcher" #enc from 0 to 5; removed ; reduced cost from 150 to 70gp. --raised #ambidexterous value of "Qayan Vessel" from 2 to 3; raised MR from 11 to 12; changed #armor from "Lamellar Armor" to "Leather Scale" --raised #ambidexterous value of "Qayan Honor Guard" from 2 to 3 --raised cost of "Qayan Scout" from 20 to 30gp --changed name of "Qayan Captain" to "Qayan Tarkhan" --raised cost of "Servant of Tengri" from 60 to 75gp --raised cost of "Servant of Bay-Ulgen" from 180 to 210gp --reduced researchbonus of "Servant of Gazar Eej" from 0 to -2 --increased researchbonus of "Priest of Bay-Ulgen" --gave Geser hero #awe 0 --reduced "Genghis" pretender misc slots from 4 to 2; reduced #fear value from 5 to 3; reduced gcost from 50 to 25; raised pathcost from 50 to 75 --reduced "Bay-Ulgen" pretender #hp from 300 to 150, disabled #domsummon20 "Ivy King", reduced #awe from 5 to 1; reduced misc slots from 4 to 2; reduced startdom from 4 to 1 --increased the researchbonus of "Bay-Ulgen" and removed researchbonus from "Tengri"; values were juxtaposed --reduced "Tengri" pretender hp from 50 to 20, reduced precision from 8 to 4; reduced gcost from 275 to 200; reduced startdom from 4 to 1; reduced stormpower from 10 to 6; reduced #awe value from 5 to 1; reduced misc slots from 4 to 1; disabled #magicboost tag --raised gcost of "Gazar Eej" pretender from 75 to 100, changed name to "Eje"; reduced #awe value from 5 to 2; reduced misc slots from 4 to 2 --changed "Erlik" pretender #onebattlespell from "Undead Mastery" to "Darkness"; raised gcost from 125 to 175; reduced startdom from 3 to 1; reduced death hardpaths from 3 to 2; removed blood hardpath; reduced misc slots from 4 to 2; made same edits to bear form --corrected #fear value of "Olgoi-Khorkhoi" --reduced #incunrest of "Sholmos" from 5 to 1 --reduced #nreff of "Call of the Mastodon" from 1005 to 1002 --raised cost of "Summon Death Worms" from 4 to 10 gems --made Vessel Priestess recruit anywhere --reduced starting infantry to 10 --reduced bowmen in PD from 30 to 15 |
Re: Cinggis Qayan, Wrath of the Khans
Sounds intresting. I'll take a look once I have the time.
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Re: Cinggis Qayan, Wrath of the Khans
What a first post! I like your attitude.
Like Burn, I will try this when I have time. To answer a couple of questions: No there isn't a clean way to make mod weapons work with flaming arrows. Onebattlespell can effectively only point to vanilla spells, so if you had it pointing to a modded spell, that wouldn't work (there is a workaround which is commonly used, I won't go into it unless anyone wants me to). It does work fine with spells that have a fatiguecost of 100+ though, so not to do with gems. |
Re: Cinggis Qayan, Wrath of the Khans
the question about silk clothing could be fixed by giving them armor with air shield
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Re: Cinggis Qayan, Wrath of the Khans
Took a brief look at this mod....it looks very interesting, very well done, and extremely fun to play.
balance wise it probably needs to be toned down a bit. I will post some suggestions later. Great work! |
Re: Cinggis Qayan, Wrath of the Khans
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Re: Cinggis Qayan, Wrath of the Khans
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Looks really good. I've been practicing a bit, so I could contribute a few sprites if it'd help. (I'm no freehand artist -- I cheat, massaging reduced images of miniatures into sprites.) Attached is an example -- you can use it for a female priestess/mage, if you like and it fits the theme. This one still needs a bit more tidying up (and a bit more action -- tough to mess with those legs) in the attack sprite, but I like her. I use her for the Great Enchantress pretender, since I don't so much like the existing sprites for her (both the base one and the one in the Nova Deus mod).
I'll take a closer look at it. For what I have seen, two things that hit me straight off the bat: 1) Those bows -- should they overpower Hinnom's giant-equipped Great Bows? They also put to shame the Longbow of Accuracy, what with the AP. 2) Those randoms -- nice. I love the wild randomness. Were you intending that the mages without 100% magic skill in any one pick should be recruitable without labs? 3) Oh, and why not a third -- those pretenders: nice touch with the addition of four thematic pretenders! |
Re: Cinggis Qayan, Wrath of the Khans
Preliminary balance suggestions:
troops: Be careful with those greatbows. I don't really have a precise suggestion on their balance. Qayan infantry are actually pretty good for what you pay. Might not be thematic Vanguards are wierd right now. 3 attacks per round, one at 6 and another at 4? Does this mean they can ever hit with the light lance charge? I don't know, but I'd suggest taking another look at their weapons. If you are committed to stealth that is fine, but raise the cost to 25 at least if you keep the stealth. Perhaps take off the light lance completely? Same issue with light cavalry regular cavalry seems alright, as do mounted women and heavy cavalry.... Honor guard would be okay if they were cap only....otherwise I fear the nation will be dominated by a bless. Vessels are pretty balanced. Perhaps they should be the only cavalry with stealth? Summons: Death worms: too cheap....i would make it one effect for 4 gems instead.....death worms seem pretty awesome. That way with N2 you can get two for 4 still.....3 for 4 is too cheap. Yetis: i like this summon...cost feels right for a small raiding troop Sky Spirits: Strong, but a major focus so keep as is Call of the Mastodon: hmm...feels a little too good...one N2 mage with 5 gems can summon up a lot of mammaths.....then again, N gems are competing with death worms. Chosen of Tengri: The biggy....immortality makes this summon way way way too cheap. I would say 50A or 45A is probably a more reasonable price....summoning one of these guys should be a huge investment. Mages: I like the randomness theme, but....costs need to go up, and research down. Servant of Tengri: raise cost to 70 or 75 Odqan: fine as is Servant of Elrik: fine as is Servant of Bay-ulgen: probably lower research by one, or raise cost to 200 Manzane-Gurme-Toodei: fine as is Gazar Ej: lower research by one...otherwise these are excellent researchers AND battlemages.... Servant of Ot: fine as is Priestess of Tengri: raise cost to 250-270....too cheap for a mage with the chance to get 4A or 4S, even though they are cap only humans with no special qualities.... Vessel Priestess: fine as is....niche unit Priest of Bay-Ulgen: seems too expensive...I would always get a priestess of Tungri instead. I'll play around with it a bit more.....let you know if anything else seems off. I would really like to play this nation in MP.....I will keep an eye out for a mod nation game. Once again....great job with the mod! |
Re: Cinggis Qayan, Wrath of the Khans
Globu
I like the sprite, too bad she's blonde. Which is generally never a prob in real life ;) but not a trait in the Altaic tribes. Although supposedly red hair was a recessive trait; one shared by their Scythian cousins, a fact that proponent's of 'Irish descent from Scythians' like to swear by. Although I really could find a use for it, makes me think of a game I used to play called Ogre Battle. I'm thinking maybe the priestess of tengri, but we'll wait and see. Quote:
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Thanks much for your post, some food for my brain to munch. Seriously, I appreciate the input. Your handle is familiar, methinks, have you created a mod or a map? Maybe I just read a post somewhere. Aufwiedersehen. |
Re: Cinggis Qayan, Wrath of the Khans
FYI if you have a lot of weapons on a unit don't forget to give it some ambidextrous skill or make some of the attacks #bonus. Otherwise you end up with a bunch of stuff at very low att skills.
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Re: Cinggis Qayan, Wrath of the Khans
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EDIT: Oh! I just looked again. It's not so clear, but that's not hair -- it's a headdress. (For the source image, look up Brigade Models's Arianrod of the Obsidian Spear from the Celtos range of miniatures. Here's one image, though I used another one as the source image.) Quote:
I had no idea about the Mongolian bows -- that's pretty amazing. I was thinking actually about EA Hinnom's Great Bows (range 45, dmg 15 flat) rather than the Gileadite Bows (range 50, dmg 17 flat). Given that it's pretty difficult for size-2 units to top size-4 giants holding enormous bows, I think placing it somewhere inbetween the Long Bow (range 40, dmg 13 flat) and the Great Bow and giving it a precision bonus would still make it incredibly impressive, without impinging on the special/magical nature of the Longbow of Accuracy. By the way, I claim no special knowledge here (no vet or anything -- I play SP only as well), so it's just my $0.02 grain of salt. :) And, of course, I'm assuming there are no size-2 units in the game that use Great Bows -- I don't recall ever seeing them, but of course could be dead-wrong. Quote:
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Oh, and by the way, I forgot to mention -- I wouldn't worry one bit about the nation being thematically covered by T'ien Chi and Sauromatia. Think about it this way: how many nations did the devs make for Scandinavia? Variety and flavor is always nice. Cheers! |
Re: Cinggis Qayan, Wrath of the Khans
Alpine Joe
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Muchas gracias! Will respond to the rest of your post ASAP. |
Re: Cinggis Qayan, Wrath of the Khans
Having thought about it, here's a really quick suggestion for stats I'd offer for the bows.
First, note that effective range is heavily affected by precision. Thus, if you gave them a weapon with the same stats as a longbow but with a precision bonus of 2, it would in fact increase effective range, so it's not necessary to improve them too much in other stats. That said, here's my suggestion: Range 40. Damage 14. Precision bonus 2, but this has to be balanced by your cavalry units' precision -- if you're giving them precision on the order of a base 12, that's already a heavy advantage. I'd suggest 11 precision on the cavalry and precision bonus 2, which amounts to a horrific base precision of 13 on those monsters. If you'd like to up the range a bit, I don't see why a non-round number won't work. 42? It's the answer to life, the universe and everything, anyway. I'd definitely shy away from AP, as that's clearly, in the game, the province of the fire-every-other-round crossbow mechanic. The lack of applicability of fire arrows still is kinda bothersome though. Anyway, that's my suggestion for stats! |
Re: Cinggis Qayan, Wrath of the Khans
I definitely like the flavour of the mod and the source material.
Suggestions: Balance-wise, the longbow is basically 'best in the game' level for bows. The Quyanate greatbow should preobably be in line with that sort of power (drop the AP, range 40-45, and you still have an impressive bow). Also in balance terms, Horsebows should probably be less powerful than a composite bow - especially in terms of range. Currently your opponents have the unenviable challenge of crossing the entire battlefield under longbow fire in order to engage units who can face down heavy cavalry. If the cavalry had to start off closer to their enemies it would redress the issue somewhat. Perhaps a range of 25-30? As regards the vanguard, it'd work just great if you gave it a lance instead of a light lance (or made it a special copy of the lance with lower damage). At the moment it's trying to use a light lance in one hand and a sabre in the other. Magic-wise, Water is probably the only path you can't get at level 3 (well, B3 is very unlikely, but you have some Blood access so the rest will follow eventually). Again, this is probably a little too much. The mages/clerics: They're pretty much all named as worshipping a specific god - great historically, but not quite so good if your Pretender is called Bob. Why would worshippers of a deity other than the Pretender get priest levels or sacred status? Their mixture of diversity and power could be addressed by making one sect the priests of your Pretender and casting the rest as also-rans. Give the also-rans a chance of getting one level (and no more) in their chosen paths (maybe give one of the also-ran sects the possibility of level 2 in their paths, come to think of it) and you'll have something better in line with most nations. You've a shedload of great material in this mod, and I reckon there's enough here for a mod in each age. Give each age a focus on a different sect and you'd have the basis of 3 great mods. |
Re: Cinggis Qayan, Wrath of the Khans
Alpine Joe
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Re: Cinggis Qayan, Wrath of the Khans
Trumanator
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Thanks Trumanator Globu, again! Quote:
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Thanks all, again! |
Re: Cinggis Qayan, Wrath of the Khans
Globu, habit-forming
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So long, and thanks for all the fish! |
Re: Cinggis Qayan, Wrath of the Khans
Gregstom, :salute: I don't know what these mean, but I just noticed you are a colonel and I'm a private. :salute: again.
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Thanks a lot, Gregstrom. :) You guys seem to have the best intentions at heart. Hopefully, I can make the most of them. ;) |
Re: Cinggis Qayan, Wrath of the Khans
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Well, if it looks like hair at this scale, we can treat it as such. I'll see what I can do. Quote:
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But aside from that, they can make for terrifying PD, if that is to be a national strength. Although given the offensive power level so far, these archers in PD may be a bit much -- but once it's balanced better, it can be a good fit. (That could also be remedied by a second class of cheaper foot archers using lesser bows, with these being used for PD instead.) As for the thematic element, at least to me, 14-damage long-range bows are pretty impressive. And now, coming to think of it, in light of the flaming arrows problem and what you've said about the Mongols' recurve bows, I don't think it would be inappropriate at all to use the stock Great Bow of Hinnom's EA archers. And that would make them fearsome and distinctive in itself. If you do go with armor piercing, though, it would seem appropriate to keep the damage down. It would make them a bit underwhelming against un-/lightly-armored targets, but then they're mostly dead meat anyway. It still seems like a tough fit, though, balance-wise, and will make them horrific in the early game. Quote:
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As for giving the MP Glory map the same treatment... Not so sure about it. The larger one was a monster and took way more time than I expected. (I seem to like using "monster" and "monstrous" today -- I really hardly ever use those words.) Also, I'm working on a 650-province, meticulously tidied-up random-gen map that I hope to release some day. So probably not on the small Glory map. Quote:
Now, all that said, here are some preliminary samples of what I'm dubbing Mongol archers. They're not finalized, and still need some detail work (stray pixels, edges, and so forth), not to mention base sprites (these are pretty clearly action sprites). Details like colors and bow size can be changed easily, as shown here. And I'll be throwing in a little nocked arrow, of course. Let me know if you'd like me to proceed with one or both of these guys. (Each can be a different variant archer.) I can also customize, if you have a use for it, the female archer sprite I put up in the Avernum mod thread. |
Re: Cinggis Qayan, Wrath of the Khans
A note on the recurve bows: I had assumed (given the history and geography of the Ashdod/Hinnom/Gath source material) that the greatbows they used would be recurves. Their piccy looks sort of recurved, for that matter. If that assumption is correct, Qayanate bows shouldn't be quite up to those stats (Ashdod giants would presumably treat a 166 pound pull as a child's toy).
As far as vanguards etc. go: Their attack values drop (obviously enough) because you're using two weapons with a combined length of 6. Making the light lance a #bonus or adding some ambidexterity would fix this, as others have noted. The mental image of a horseman using a sabre and light lance while simultaneously getting effective use out of a buckler seems a little odd, though. My initial idea had been the creation of a sort of 'medium lance', with the lance's function of breaking on the first hit and the #bonus tag. I don't know if that's possible, though. Mages: You're right on the button when you refer to Pythium. They and Mictlan are existing models of pantheonic faiths within the game. Pythium handles worshippers of something other than the Pretender by giving them the heretic tag, while Mictlan gives different sects the task of worshipping different aspects of the Pretender. Either works nicely. They're also (I think) a good model of the sort of mage power a magically diverse nation should have. By the way, why does the Quyan light scale they use have 0 enc? It doesn't matter for the cavalry, and the infantry are definitely under-encumbered given their levels of protection. PS: Don't worry about the colonel thing. It certainly doesn't mean I'm any kind of expert. |
Re: Cinggis Qayan, Wrath of the Khans
Globu
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Edit: Forgot to mention that I like the tan guy and the dark-red/brown guy. But do the ones you find easiest to edit! Quote:
Thanks Oh, and to whomever didn't like them having three survivals. The Altaic region tribes lived in a vast area, that was all at once mountainous, forested and a true wasteland (especially the Gobi Desert). I felt it was thematic for this and a couple other reasons. First, they Mongols would travel with four to five horses to each man/woman warrior; if supplies ran short they would let blood from the jugular of a horse and drink the blood (excellent nourishment, I'm told), allowing them to have a continuous supply a combination food/drink that was replenishable (my brother wanted me to give each unit a supply bonus, but I thought the survivals worked better for other reasons). Second, the heaviest factor in the Mongol dominance was not superior equipment (this was a close second), not their superior tactics (which was uncommonly good for a less *civilized* race, but probably only third; look up 'Subutai' for a more thorough example), but was the fact that their cavalry could move at lightning speeds (especially compared to larger, heavier European horses and soldiers) and that their foot troops were equally as fast relative to the less vigorous European counterparts (including the *barbarian* tribes). AP, mapmove and survival helped me to simulate speed. I will tone them down for balance. But I do feel it's thematic. I appreciate your thoughts, understand where your coming from, and am looking for a way to mitigate this with their other all too evident strengths! Danke Schoen! |
Re: Cinggis Qayan, Wrath of the Khans
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1 - edit existing national units. The game picks that up just fine. 2 - creating national spells = create normal spells then use the #restricted tab. 3 - For changing the nation itself, just #selectnation <x>. Use appropriate commands to change what you want, and the game will overwrite existing nation data appropriately. Remember to drop in a #end when you finish changing things (this was always my weakest point when I did any coding), and all should be well. Quote:
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Re: Cinggis Qayan, Wrath of the Khans
Gregstrom
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That wasn't meant as an insult Gregstrom. So please don't take it as such. I appreciate your input (as I do everyone's) and will strive to make everybody's suggestions gel into a fun, playable, and balanced mod nation! |
Re: Cinggis Qayan, Wrath of the Khans
Gregstrom, once again Mein Freund!
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Edit: The time limit for editing was up! At least I apologized, though. Quote:
Once again, I am sorry if I alienated you or anyone else with my pedantic ramblings, or sometimes curt comments. These are things I struggle with sometimes, and it does no good to hide from or lie about my shortcomings. Thank you |
Re: Cinggis Qayan, Wrath of the Khans
Yeah, the great bow is definitely too much. Longbows at 13 damage are considered quite powerful in dominions, and crossbows at 10 ap every 2 rounds even more so against armored targets. 15 ap every round for just one more resource than a longbow is not just good, it's ridiculously good. 10 ap is enough to consistently damage 20 prot, but not much higher. 15 ap is enough to consistently damage 30. Against more normal units with protection values ranging from 8-16, each shot fired from these great bows has a VERY good chance of killing your average human. Compare this to a crossbow, a crossbow will do the same amount of damage on average to a guy with 6 protection (militia) as a great bow will to a guy with 16(tough heavy infantry). They are really, really powerful in dominions with those stats.
Hopefully I haven't come across as being too harsh, I'm just trying to show you the math behind why everyone is saying they're too powerful ;). Personally, I would replace the horsebow with longbows and the great bows with the hinnom bows as others have suggested. This will enable you to use them with flaming arrows and make the great bows much less unreasonable. I think they would be better at +1 damage over longbows than +2, but I think it's a reasonable compromise. The Tengri pretender - Expensive little chassis, but still ridiculously overpowered ;). At current price, you can take it awake while still having pretty good scales and decent dominion (or balanced scales and dominion NINE). Couple this with high awe, higher than 100% lightning resist (why?), 100% poison resist, immortality, ethereality, 0 enc trample, bunches of AN attacks, and an insanely high storm power value... if you can get this things #onebattlespells working, it will truly be an undefeatable monster. I am not kidding. And on top of that it has good buffing+mobility magic paths built in. He needs serious work to be fair. As an aside, for some reason in the pretender screen he is listed as having s3 and a3, but when I look at his magic paths to increase them, he only has them at 1. Not sure what's going on there. Ulgen - Well, he's certainly no Tengri, so he's much more reasonable. Largely he seems a bit of a niche pretender... sort of like a sphinx on steroids, that can create mages (if GoRed, which is still cheaper and much less research than normal) I'm a bit concerned about his domsummon ability, and the amount of misc slots he has seems a bit much (same with the last guy too). It would be pretty easy to stack this guy with boosters and cast several great globals and spells, and you can get the magic to do so while taking him awake without sacrificing your scales. Gazar Eej - Much more reasonable chassis. Possibly still better than its cost, and yet again the extremely high level of awe, but otherwise I don't see anything glaringly wrong with it. As a suggestion, consider bumping its cost to 100 points and lowering the awe to +1 or +2. Genghis - Too many misc slots. Three maybe, but 4 just seems like too much. The level of fear could also drop a bit. Perhaps to +2? Other than that he is not too bad. I might actually lower his price though. Not all the way down to 0, but say somewhere around 20. Simultaneously, consider bumping his new path cost to 60-80. Erlik - Why does he #onebattlespell undead mastery? This is an insanely good ability, way too good to be a #onebattlespell. Why not darkness? That seems reasonably thematic and not so overpowering. Either way he I think he is too cheap. He should probably be at least 150 points, and also, have fewer misc slots ;) It seems also that he has a lot of magic paths. A pretender with three seperate magic paths probably should not be so skilled in a particular one. Especially not if he has such a high dominion score. I notice all of your pretenders have very high dominion scores. You might want to consider toning some of them down. For example, in vanilla there are only something like 2 pretenders with a dominion of 4, and those are the fountains, which have fairly low utility as far as pretenders go. Whereas all of yours are powerful mages, SCs, army enhancers, etc ;) Consider bumping most of them down to 1 or 2 dominion, leaving Genghis with high dominion to represent his authority and ability to command. I'm not going to talk much about the troops. Cavalry look more or less okay except for the ones with light lances, who suffer from a lack of dexterity and have lower attack values than intended. The basic infantry are slightly good for troops that are supposed to be a bit meh, but are probably fine. Qayan vessels having spy and assassinate is weird, but since they can't use those abilities it doesn't matter that much. The archers are just too good, even at 35 gold per. Even if they were cap only and 50 gold per archer, they would be too good :P Why do the javelin launchers have 0 encumbrance and all those resists? One last thing... death worms. Their stats aren't too ridiculous, but their price is too low, and their attacks are way too good. They shouldn't be more than aoe1, and no, the worms really don't need fear :P That was way longer than I'd intended... again, I hope I don't come off to harshly, everything I said above is just my personal opinion and entirely capable of being wrong! |
Re: Cinggis Qayan, Wrath of the Khans
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If Qayan dominion is a sort of generalised Mongol-ness, any priest can spread it. If dominion is worship of the Pretender Tengri, then priests of Ulgen probably aren't going to be much help. Quote:
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Re: Cinggis Qayan, Wrath of the Khans
Hmm, iirc priests of sotek have the heretic tag in Itza.
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Re: Cinggis Qayan, Wrath of the Khans
Hmm, lots to comment on. Let me pick out a few things from the thread so far which I think need to be flagged further, before I boot up the mod.
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The method for getting round the vanilla restriction is to first make an exact copy of the vanilla spell using #copyspell - then you edit the original vanilla spell to be whatever you want it to be, then you #onebattlespell call it by ID number. Other things: If you do want units to fight with both sword and lance at the same time, you have to give the unit an appropriate level of ambi. Regardless of what historians say, there's no way I'm going to believe warriors would use a technique like that unless it was /useful/, therefore there should be a point to it in dom3. Two attacks at att8 is the lowest you could really go before it becomes too crappy to imagine a warrior using it. Even that is pretty abysmal. Remember ambidexterity can essentially be whatever value you like, because it /only/ matters for these weapons. So you can make it 10 if you want and realistically it won't cause any problems. If you want a lance with charge bonus which beaks after one round and doesn't screw up the attack from the sword on the first round it needs #charge, #ammo 1 and #bonus. The #ammo 1 is the breaking part. I see no reason not to make a new lance for the mongols. Unlike with missile weapons it isn't going to cause any flaming arrows style interaction problems. Regarding encumbrance free armour or having low enc. Think very carefully about this. If you're saying all your guys, racially/culturally have high levels of endurance which set them apart from the other dom3 species/nations (like machaka) then give them enc 2. No lower. As concerns the armour, the fact that they're used to wearing it around as clothing doesn't mean it causes no enc. You might say it reduces the enc by 1 or something, but being used to something and it being magically weightless are different things. Knights used to do exercise in armour, but dom3 has its own system of armour and enc and it's best to stick to that if possible. Besides which, most of your stuff is mounted (which should mean base enc 5 or 4 with the racial bonus) and ignores the armour enc. |
Re: Cinggis Qayan, Wrath of the Khans
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Games Workshop have actually retconned that difference and now Sotek is simply the most popular and powerful old one, in fact they seem to suggest he's the king of the old ones or something. Which is just less interesting, so I went with the old version. I also made slann unable to be empowered in blood. |
Re: Cinggis Qayan, Wrath of the Khans
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Seriously? That's not nearly as cool :(. It would have been much better for him to be a god created by the skinks, or an aspect of khaine/khorne. As regards his #onebattlespells not working, 3 of his gods have them and none of them work iirc. Those are Tengri, Ulrik, and Bay-Ulgen. |
Re: Cinggis Qayan, Wrath of the Khans
rdonj, another familiar name?
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Every time I read one of these posts, it makes me rethink everything I've done! (It's a good thing!) When I post replies with lots of historical data, it is not to prove anyone wrong or display some sort of superior knowledge; it is merely to show where I was coming from, what I had in mind and what is *historical.* It may change things for your own thoughts if you understand the *supposed* nuances I was going for. Then again, it may reinforce them! Don't hesitate to wax philosophical further on the subject of dominions! Thanks! |
Re: Cinggis Qayan, Wrath of the Khans
Gregstrom
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Thanks! Everyone has such good contributions. I would hate to have to rate them! Gregstrom, please do a little more brainstorming and expound some more on your own thoughts. It may be foolish/impossible to please everyone, but I would rather one poster like my mod than two non-posters not like it. Not because I don't like people who don't post (I trolled this site for over a year!), but because the people who post are generally the most committed and most likely to provide real substance to a mod! |
Re: Cinggis Qayan, Wrath of the Khans
Not sure where you'd know my name from. I do post a bit on this forum, but otherwise I can't think of anyplace online where I actually use this name, other than the dom3 IRC channel. Glad to know I wasn't coming on too hard, I did try to keep a sense of levity in there. You haven't either, for the record. In order not to create a gigantic quote string, I won't quote you too much ;).
Tengri definitely needs to be nerf-nuked. There is just no way around it, unless you want to do something crazy like make him a 600 point pretender :P The 150 lightning resistance is just... an aberration. There is no unit in dominions, no matter how immune to something, that has more than 100 resistance. And while there are a small number of effects (ironskin, army of lead/gold, maybe an artifact but I can't think of any) that will decrease shock resistance, everyone else has to cast a spell or use a misc slot to counter this. So it's very undominionsy. If you're going to nerf-nuke him, I would suggest something like: 20-30 less hp, 18 mr instead of 20 (ALL pretenders have 18 mr), reduce att/def values to 14 or 16, remove the magic boost, awe no greater than 2, lose the extra shock resist (again, no unit in dominions has more than 100 even if it's completely immune to it), smaller siege bonus, no more than 4 storm power, 2 misc slots only (very typical for this sort of pretender), and consider giving it 1 encumbrance, but this part may not be necessary. I would also strongly consider removing the immortal tag. The dominion definitely needs to drop, to 1 or 2, whether the immortal tag stays or not. Having done all this he'll be something like a 150-200 point chassis. Bay-urgen - If you want him to have the ivy king ability, you should try #copystat-ing an ivy king. That should give him ivy lord 3, which is quite respectable. However I'm 99% sure this won't help him summon them without actually using one of the spells ;). Having actually played him shortly in a test game, the domsummoning wasn't as bad as I thought. However, I got all ivy kings and no vine ogres. I would remove the ivy king summoning, since it's potentially exploitable, but leave the vine ogres. And make sure that you're using the proper unit number to summon them. Suggested changes: hp reduced by 50%, fire susceptibility, awe reduced to no more than 2 (you will hear this a lot ;)), give him recuperation, increase attack skill to 8, reduce misc slots by 1 and call it a day. Gazar Eej - I didn't put a whole lot of thought into my price suggestion. Yeah, lose a misc slot, awe reduction, increase price. But increase the price to at least 125, not 100. That's too low. What I did is basically compare her to the titan sitting right next to her. The titan is likely a better expansion pretender, but she has lots of useful abilities and is a better SC later on, and is probably worth closer to 150 points (and lower her dom to 2). Genghis - One thing you have to remember, is that as a pretender the unit automatically scales with your dominion level. So it's not 100% necessary to have him actually be any stronger than them. Misc slots to two is a good change, and fear +3 is probably okay. Other changes sound fine for now. Elrik - The thing with #onebattlespell-ing undead mastery, is that it completely shuts down entire strategies just by having one unit. Most undead has pretty bad mr, i.e. less than 10. Undead commonly used as thugs tend to have around 14 mr, which basically means that undead thugs used against you have to have an mr pendant, or they'll have an excessively high chance to be turned. And if your opponent is really unlucky, they could send a tartarian SC at you and have you capture that first turn, before they get any buffs or anything. Having darkness instead is quite annoying also, but is easier to deal with and would make him more interesting as a combatant while still justifying his insane pricetag. Further, getting a really good strategy together to utilize the darkness seems like it would require a lot more work. You only have guaranteed d1 mages, a decent number of 2s, and a few 3s (under the current system, but I recall reading that you were considering changes to the magic to lessen it, which is a good idea). You would have to recruit mainly these guys as mages, and they have quite possibly the worst research-gold ratio of all your mages. And as you said, it would hurt your own troops, which is another reason it's a better idea ;) As for Elrik's magic, try removing the blood pick and lower death to 2, keeping the astral. This would be reasonably in line with standard dom paths. I only really use CBM consistently, and I've never tried mythology pretenders, so I don't know what those are like. Mainly I play nation mods ;) Quote:
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As for the death worms, I don't know, from your description it sounds like they could get away without having any aoe at all (with a precision and range boost to make them not useless. Range increased to 10 is probably warranted anyway). Also, they have fear 15, which is a completely nuts value. For a unit summonable so early, that is just too much. Suggestions for this unit: Again, maximum aoe of 1 on both weapons, fear no greater than 5, cost at least 5 per worm, and no more than 1 or 2 at a time for a level 3 summon. You could possibly make a higher level version of this spell that summons more at once. Another thing that might be a good idea would be raising the level of conjuration required to summon them. One last bit of advice: Weigh sombre's comments more heavily than mine. He is actually a modder, and there are plenty of things I have no good idea of pricing for. I've also been known to make snap judgements and be way off the mark in some cases of balance. |
Re: Cinggis Qayan, Wrath of the Khans
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As for trying out your mod, I think that I'll wait for the new version. It seems that this version has gotten a lot of feedback already. Although, I have read this thread and some things caught my eye that I'd like to rise up. You mentioned something about wanting the nation to have "really poor late game", to sort of balance its early game power. I'm sorry to inform that won't really make it as a MP nation (if we are aiming for MP balance here). There is all sorts of rage going about boosting Tir'na'Og that has sort of similiar power curve. If the nation works too much by "+early power -late power" principle, it will eat up 1/2 nations by turn 40 and then get simply obliterated by something that can do something in the late game. That really won't be fun for the nations that get overwhelmed by the nation's early power nor will it be fun to watch your empire crumble to dust. You also seem to have a lot of national pretenders. IMHO, it's a bit of a waste to have more than 1 or 2 national pretenders. Players are only going to use one (most likely the most powerful one), even if that, so the rest of them are sort of "wasted". I think that the four gods could be unique summons to give something to aim for in the late game. Also the randoms on the mages seem really unnecessarily chaotic to me. It would be absolute infuriating, for example, to recruit ~5 Priestess of Gengri and not get single A3. It would be just as unbalanced to get 5 A4's in the row. Sure, the odds for those are unlikely, but are they really so necessary as to justify for those games simply spoiled because you just couldn't hit those randoms you needed. You could easily combine 70% X/Y + 30% X + 30% Y into one 100% X/Y random. Also, you have a lot of commanders. To tell you the truth, opening the recruitment screen was sort of overwhelming. The thing with having many commanders is that (sort of like with national pretenders) is that the players are only going to use the ~3 most powerful ones, because commander slots are really tight. Especially true for mages as diverse as in this nation. My suggestion would be the same as for the pretender. Make the excess into summons. I'm not sure if it fits with your idea for the nation, but perhaps the servants could summon the priests/priestess's of their relative faiths? Do not take offence by any of this, the idea and the theme are really cool. And this focus on Horse Archers is really unexplored territory for Dom3. All the pieces are there, it just needs some polishing. (I've been itching for a mongol nation to dom3 ever since I got my *** handed to my by them in Medieval: Total War) |
Re: Cinggis Qayan, Wrath of the Khans
My own feedback on a few issues:
Encumbrance of lighter armors: With games that go by small dice rolls (this is essentially a 2D6 mechanic game, right?), there is always a problem with granularity. I always personally loved the broad possibility curve of D100 pen-n-paper RPGs like Rolemaster. That said, sometimes you have to lose a bit of thematicity to the lack of granularity. I think, unless the armor is extremely light, keeping the encumbrance of it above 0 (i.e., 1) is a must; 0 is "perfection," at least in a sense. My own approach is to respect the difference in small numbers, whether in a low-granularity game or a high-granularity one. A simple increase of 1 in protection (or damage, or precision, or what have you) for a category or item above its equivalents/commensurates is a respectable advantage; 2 is incredible and rare, and 3 is legendary/fantastic. As long as flavor text/thematic element is reflected in some numerical manifestation, I think the it maintains both feel and real advantage. The special nature of the Mongols is going to come through and shine even with more modest numbers. General Power Curve: I agree on balancing it more and not making it an early power/late ragdoll nation. If you want to go with MR hit, I would make it no less than 9. Commanders and Randoms: Aw, I love the selection of commanders. Perhaps in the intense economizing of MP games the top three might be the only ones chosen, but, at least in an SP game, I see myself loving the variety. And on randoms, perhaps a slight bit more predictability may or may not be in order, but I like the theme and random element keeps it fresh and interesting. Regular units with spy and assassin tags: Seconded on removing the tags. While it makes for more fun with GoR, I find that excessive. Bows: What rdonj said seems pretty persuasive to me as well. The Semitic giants here are the mechanical representation of actual giants, not just large men with well-constructed/designed bows. And those giants with well-constructed/designed bows! It seems that the limitations of the game in its current state force you to choose between (1) trying to find some way of making them distinctive and special with vanilla Long Bows; (2) making them definitively special with custom bows, at the cost of making your nation (or at least those heavily-used archers) egregiously miss out on the most important spell to an archer-heavy nation; or (3) use bows meant to represent what 1,200-pound giant archers with well-designed/constructed bows use. At least to me, (2) seems fairly unacceptable (from a designer standpoint -- if you did it anyway, I'd still play it :)); flaming arrow compatibility is essential, and (3) cheapens giants and is just too broad. I dunno -- very hard choice. But also remember that the devs represented inhumanly-strong size-3 Japanese dai bakemono archers using Japan's bows as Long Bows as well. In the end, if you went with Long Bows and gave them a nice precision bonus, I think they'd still be very special. Horse archers with bucklers and long bows sound very scary indeed. Sprites: Oh, by the way, do you have an overall color scheme in mind? Tans and reds, for example, or something as a guide? And, if you have specific requests and ideas, let me know, and I'll try to put something together. |
Re: Cinggis Qayan, Wrath of the Khans
rdonj, again!
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sombre, again! thanks for the warhammer mods, should've said so earlier! Quote:
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As far as the sabre is concerned, it is an even more unique weapon when compared to a short sword or falchion; longer and easier to wield (slashes, instead of stabs) than a short sword (which you rightly compare to a gladius, other that the fact that a gladius was broader, they were functionally the same weapon); lighter and faster than a 'traditional' falchion (this is more subjective, some would consider a falchion the same as a sabre, many would not; some would say a cutlass is a scimitar, some would call it a sabre; some would say a scimitar is a sabre, others would say it's a falchion; others still would say it's semantics and that they are all the same weapon because they all have medium to long length, variably curved, blades, thin to thick in width wielded primarily from horseback in a slashing motion, in this sense a shamshir and a dao are also the same weapon as the rest. I could easily have used either to represent a sabre; and if people prefer, I will replace the sabres with short swords or falchions. This was not brought up by anyone yet, but why not nip a potential problem in the bud? Quote:
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Thanks for the valuable insights, and to anyone who actually read this. rdonj I've already made most of your pretender suggestions. Thanks! Quote:
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Re: Cinggis Qayan, Wrath of the Khans
Burnsaber, hello! I like Dwarfs. A lot!
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globu, sorry bud, trying to make this quick. I think I got it worked out; think I'll go to two armors. KISS, never my strong suit, and not my favorite band. ;) One at enc-1 the other at enc-2, two prot difference. MR 9 it stays. Commanders: I'll need to sleep on that. And talk to my bro. A lot of this is what he or I wanted, or thought was neat. I may have been pretty far off from what is appropriate though. But I play by myself, and my bro plays by himself. I rush, he turtles. While combining what we both like to do into one nation seemed tough, we both thought I came up up with a unique way to do it. You guys know better what would work in the 'real world.' i.e. MP Btw, my bro is real cool and nicer than me, he won't care at all what gets changed, as long as he gets to turtle. The randoms will have to be more predictable. Quote:
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Anyway, thanks all! I will try to get something done for you guys! |
Re: Cinggis Qayan, Wrath of the Khans
[quote=kennydicke;731880]Burnsaber, hello! I like Dwarfs. A lot!
[quote] Yeah, I noticed that you mentioned it in your first post. Thanks for the compliment. If your brother likes to turtle, I assume that he likes it too :D. Quote:
Some other cool things you can only copystat: -> Construct lord -> Research without being a mage (used for dwarf Clan Kings) -> Lose paths when leaving home province (although you will get "#magicbeing" and "#ethereal" that you can't get rid of) Quote:
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1) Copy-over the Hinnom "Summon Lord of Civilization" spell and replace the Grigori with your own units. Then it would work like "Summon Spenta" for Caelum or like Arch devils. Pros: No used spell slots Cons: It would reduce compactibility in single-age games 2) Have each god have it's own summon spell Pros: You could make each god it's own summon spell, like reguire air mage for Tengi, death for the death god and so forth. Cons: 4 spell slots, players will likely focus on the most powerful one. Quote:
IMHO, you could have really erratic randoms on one mage (it's not bad when you decidedly take the risk, but it IMHO is if you are forced to take the risk). If everyone has crazy randoms, it also makes it hard to plan in advance to what you will have access to and even more crucially, *when* you will have the magic available. Quote:
But remember that not all summons have to be magical in nature. You could have a remote summon, for example, that summons a strike force lead by the "Qayan Warrior Woman", if you were to knock that out of the recruitment screen, but wanted to keep in for thematic reasons. Quote:
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Re: Cinggis Qayan, Wrath of the Khans
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Well, I can't promise fast work, but here is Mongol archer 1 for preliminary review. Feel free to make demands -- how does it match the concept? More armor? Change the whole shirt to metallic color? Hat too big? Want me to find a way to put a more prominent spike on top? I know you mentioned axe and buckler before, and I can tack those on, but here is a base unit. Again, most work done, but not yet finalized (i.e., I haven't looked at it in game and gotten rid of the inevitable dark edges and artifacts).
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Re: Cinggis Qayan, Wrath of the Khans
OK, so, I got *some* sleep; bear with me people. ;)
And soon I'll have to reread everything posted; I may have a large memory but, when I'm winding down from a manic episode, I tend not to retain a lot. And as far as my strange sense of humor, I'll try to refrain from being specific, ok guys? As far as the I do things, I've always been more of whittler than a bricklayer. What I mean is I start with a large unformed mass (read: too much stuff, uber stats) and carve it down into art; as opposed to a person to likes to set a solid foundation, and then build up until they have a monument. I can't swim, but I've always been able to jump into the water and find my way out; when I try wading in slowly, that's when I drown. Burnsaber Quote:
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->That probably explains why just giving a #researchbonus never worked for me! -> That could be interesting for Tengri as he already has those tags, and still seems strong. Quote:
There is not much of a "modding etiquette", but reserving a bunch of spell slots really serves no purpose (they are tight as they are!). Well, I didn't really plan on using them for *summons*, I just had extra space from where I started (3950?) and called it that. Quote:
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Call of the Mastodon was a spell I made to check out what 'border summon' is; that could easily be a ritual, independent or otherwise. Although, something really gets me about the mage making the elefant sound, and then a bunch of mastodons show up. Quote:
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Thanks guys. Hopefully I will be done soon. |
Re: Cinggis Qayan, Wrath of the Khans -- Update 1
The quayan bowman feels quite overpriced now, at 40 gold for a longbow.
The honor guard being recruit everywhere really is too much regarding the rest of their recruitables. Regarding the barding of the horse, the base game rule is : you pay for it, but it has no use. CBM just gets rid of the barding cost. So upping the prot is quite original, and quite powering. I don't find the magic that weak, there's much morse in MA (ulm/man). True there are a lot of randoms, so planning is hard, but potential is here at least. And top shelf mages see some use in game before becoming old. A rare sight for a human faction in general. The entangle effect seems not to work, or I was unlucky and not one had a chance to take effect. (5 batlles or so) It didn't slow me down mush. |
Re: Cinggis Qayan, Wrath of the Khans -- Update 1
Humakty, hello!
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Thanks for the input, back to work. |
Re: Cinggis Qayan, Wrath of the Khans -- Update 1
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You could try weapon 453 (Harpooning) and/or weapon 261 (Web) instead. Maybe that would work better? |
Re: Cinggis Qayan, Wrath of the Khans -- Update 1
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Re: Cinggis Qayan, Wrath of the Khans -- Update 1
One of the kinds of aspect archers in the Sylvania mod has entanglement on their arrows - you could try copying that.
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Re: Cinggis Qayan, Wrath of the Khans -- Update 1
For the spritework, for now instead of posting every time I come up with something, I'll be putting them up in an album here (a feature I had no idea about two days ago). I'm trying to do a sprite a day or so, ideally.
On an unrelated note, if anyone wants a hawt succubus or a runt triceratops, they're up. :D |
Re: Cinggis Qayan, Wrath of the Khans -- Update 1
SlipperyJim and llamabeast, hello!
Entanglement was my first thought, but harpooning is definitely more appropriate for the lance! I played Sylvania a couple times, but don't want to bite code. I will contact the author and ask if it's alright. Very good suggestions, that I would never have thought of! Rdonj, hello! Coincidently, I changed the gcost to 15 after reviewing Man's longbowman (after Humakty pointed out they were 40gp). That is the first change to the next update. Btw, 'Qayan Honor Guard' as recruit anywhere *is* too strong, this is the second change. I hope you guys all feel free to edit the mod to suit you better! I'm still learning! Thanks for the feedback. :) |
Re: Cinggis Qayan, Wrath of the Khans -- Update 1
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There is no reason for you to go through the same amount of trouble as the other guy did. |
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Re: Cinggis Qayan, Wrath of the Khans -- Update 2: Three Eras
I lied. I will indeed post about it when I have spritework completed.
So far, I have the archers provisionally done, with a female sky mage/priestess and a mounted commander/hero in progress. All can be seen here: Battle Scene with Mongol Archers, Female Mage/Priestess and Mounted Cmdr. Display Image of Archer and Mounted Commander Being a total amateur at this, I heartily welcome criticism and suggestions. Particularly on whether I succeeded with the Mongol fur cap. |
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