Re: Barbarian Kingdom mod test
Keir,
I'm reluctant to post any critisisms of any mods out there, as they seem to go down to negative fashions, but I hope with your post you are looking for thoughts on your idea so even though it's not exactly positive I hope you will take my comments in that light.
I feel fear is too great of an effect to put on a non-sacred normal unit. Simply because if/when a unit/squad breaks it becomes useless and you can't 'unfear' them. Even casting Sermon of Courage on a routing army won't have them head back into the fight. You can see how this might affect some nation/themes dramatically and others not at all. Morale in Dom2 is a very clutch thing and giving LC fear is overcompensating for the state they were in previously.
While I like what you have tried to do I don't feel fear is the answer, even after you can unequip lances. I would suggest an alternative game variable in Awe. Find a low enough awe modifier so that it doesn't completely stop lower end units (as it is based on morale) but it does give the effect of 'feinting' and other aspects you want to add by causing them to not even attack.
I don't feel making the cavalry powered up to the point where it can totally replace a foot army would be inclusive of balance either. While the elite core should be, the effect is to not only make BK very strong, but highly mobile and horsemen more cost effective than footmen in battle, mobility, pillaging AND patrolling, thus making anyone not on a horse useless. I don't feel historical nations built and organized their armies in such a way so I don't see why it should be as well. Even the Huns, Mongols and other horse rich historical figures were not totally on horseback, though it was their effective use of them that made them memorable.
I hope this has provided some feedback that you can use to further make a more realistic BK theme for you while not stomping on your efforts thus far.
[ January 16, 2004, 14:03: Message edited by: Zen ]
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