
January 9th, 2004, 10:19 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: CherryMod Thread
Quote:
Originally posted by General Tacticus:
I must say the new costs seem rather better balanced... I have no problem with a race that get super units (giants do, after all, or Ulm) if the costs are balanced.
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Yeah, balance is my top priority, because I can't stand playing with other people's unbalanced mods, no matter how interesting, realistic, or creative they may be. The biggest problem... I don't know how they'll do in a real combat situation, exposed to enemy archers!
Quote:
Regarding my concern about daimyo's stats, I didn't doubt that you arrived by them honstly, I ust feared they were too good for the price. I see you have adjusted the price up, which is good.
By the way, how well do they do against, say, Ulm's Black Lord ? He is still quite a bit more expensive, which is normal (lance, shield, better prot), So I hope he kicks their ***
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C:\Projects\Java\Dominions>java Fight rs.daimyo ulm.black.lord
'RS Daimyo' versus 'Ulm Black Lord' in 40000 bouts.
~ Attacker's Deathmatch Statistics ~
Score: --------------------- 122
Wins: ---------------------- 12.26%
Losses: -------------------- 87.75%
Ties: ---------------------- .00%
Timeouts: ------------------ .00%
Kills per fresh team: ------ .14
Kills per battle: ---------- .13
Kills per round: ----------- .03
Losses per battle: --------- .88
Life expectancy (rounds): -- 6.04
Life expectancy (battles): - 1.06
Avg. Rounds Elapsed: ------- 5.74
Avg. Rounds to Win: -------- 8.91
Avg. Rounds to Lose: ------- 5.30
Avg. Rounds to Tie: -------- .00
~ Attacker's Gauntlet Statistics ~
Score: --------------------- 354
Wins: ---------------------- 35.33%
Losses: -------------------- 64.41%
Ties: ---------------------- .00%
Timeouts: ------------------ .27%
Kills per fresh team: ------ .55
Kills per battle: ---------- .36
Kills per round: ----------- .08
Losses per battle: --------- .65
Life expectancy (rounds): -- 7.17
Life expectancy (battles): - 1.46
Avg. Rounds Elapsed: ------- 4.94
Avg. Rounds to Win: -------- 5.57
Avg. Rounds to Lose: ------- 4.57
Avg. Rounds to Tie: -------- .00
Well, you got your wish=)
Note: the "kills per X" statistics may be off slightly... I'll have to examine it.
Quote:
I still have some concern regarding peasants. I am not saying their price doesn't reflect their value, because it does; but a 3 gold 1 ress unit could still lead to abuse, I fear. Even in an average castle, you could easily recruit 50 of them with that province's income. They'd make good units for a siege, perfect arrow fodder, they could easily soften the enemy quite a bit (by tiring his heavy infantry ). They would also make great AI deterrent (WOW, he's got HUGE armies, let's not attack). Perhaps they should leave after a fight like gladiators and your ronins ?
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As for the AI... ugh. Though I think they use more than just numbers in determining strength... and supply is always a great limiter. Though the Wise Man does have a point of nature, giving rise to winebags...
Anyway, tiring expensive troops are what peasants are for=) As for the castle defense concerns... on one hand, a defender was a defender, once in a castle... but on the other hand, yes, it would be a huge advantage to quickly and cheaply recruit that defense. And more importantly, recruit them for beseiging, which DOES seem a little unrealistic. I had not considered either one. I was trying to balance them versus lobo guards, but lobo guards are mindless and thus worthless for castle defense.
To balance them for patrols (they'd be terrible) I gave them low movement, since patrol effectiveness is based on action points (or so I hear).
Well, I'll have to give peasants more thought, especially since the concerns you mention cannot be tested in the combat sim.
-Cherry
[ January 09, 2004, 08:23: Message edited by: Saber Cherry ]
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