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Old February 22nd, 2004, 01:40 AM
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Tricon Tricon is offline
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Default Re: Knighst of Light mod

Hi Sube. I have tested/played your mod a lot in the Last two days (was sick at home).I love the comic, especially the order of light.

Overall, I'm thrilled that you put this much work into it.

Now here are some minor tweaks and changes that may be worth a try... It's your baby so please diregard whatever you do not like about my suggestions.

1. The chariot masters have the same stats.(As do the marshals btw.) Is this intentional(just for the art?)Because with the regular units you have the cross w/circle as the elite.
2. Since these are elites, you should name the elites.
3.The masters should IMO be sacred. (it is arguable from the comic... but it would most definately fit to a order of light theme)
4.The armor/protection is extensive, but so is the price in resources... The order has the constant problem (in my games so far) that it relies heavily on independants as fodder. This contradicts the comic. While this always happens in Dom2 games it is almost a problem with OoL. No matter what I produce, even the cheapest unit (xbow) I cannot afford more than 5 or 6 of them.
IMO the resource price should decrease for the smaller units by about 5-7. The encumberance by 1 the protection by 2-3 (maybe chain mail shirt instead of full chain... have't done the math yet- this is purely a game ballance thing, as a comic adaptation, your absolutely correct)
5. The (regular)chariot is mighty but overpriced.25/42 is more then enough, IMO. This would include a HP raise to 15 or 16.
6. The mage should have the regular leading abiltity of a mage: 10(see also Nr.11). The same goes for the archpriest (the text states him as old, venerable with no combat training, yet he has the same leading skill as a master?)The cost of these units should be decreased accordingly by about 10-20 gold. BTW is the relatively low morale for the mage intentional?
7. The masters leadership should be increased to 35. The resource costs should be reduced by 10. (I presume the riding master has more resource cost because the horse is armored? Otherwise it doesn't make sense that he's more expensive than a chariot)
8. The Archpriest research ability should be increased to 4 or 5.
9. As Dje la boutre mentioned, another heavy hitter might be in order. My personal favorite would be a siege tower (as in the comics ).The nice thing is that all it's abilitys could be copied with the Dom2 engine... .
10. Considdering the mighty castles/structures and abundant armors/weapons in the comic and game, it would make some sense gamebalance/-engine wise to include a special forger/stonemason unit with earth magic one or two.
11. IF you would add such a "mage/mason" the other mage unit should be toned down a bit, to one fire one random with the cost adjustment to 80/1.


Mmh. All of this sounds kind of negative. Believe my I enjoy your mod. The tweaks go towards ballancing the great theme with the other nations in dom2. As i don't know your reasoning behind some of the issues ... it's almost impossible to be totally fair.


On a side note: OoL is also the best crusader theme in dom2 so far.... this is a rough cut diamond, IMO. Hopefully some of the vets play it and give further ballance-tweak tips.

Two thumbs up!
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