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Arryn said:
The version number given in the .dm file was 4. I adjusted it to 5 before I uploaded it to my site. FYI.
Keep up the great work!
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Thanks, Arryn; I can always count on you

But I'll try harder anyway!
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Scott Hebert said:
Saber, I'm working on the 'mounted' cost from the commander end. It seems like 40g is the cost you pay for a mounted commander. That seems... rather extreme, to me. I do realize, though, that being mounted invariably adds at least one 'extra attack' (that doesn't disappear with rearming), increases AP, removes non-spell fatigue due to armor, and similar things.
Anyway, I figure that halving the cost (going from commander to infantry) might be a way of going there. That would leave 20g.
Another way of looking at it is this:
Infantry commander base cost: 10
Infantry unit base cost: 5 (half)
Add a couple of gold for the weapons of the infantry (after all, you can't re-equip them like commanders), and you get about the 7g that you use for light infantry, right?
Cavalry commander base cost: 50
Cavalry unit base cost: 25 (half)
It would seem fair. Just a suggestion...
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Cavalry unit cost is sort of confusing. I've been thinking and thinking... but no matter how reasonable your rationale is, we end up with 25g light cavalry that NOBODY is going to buy
However, light cavalry just use horses... you know, horsey-worseies. Whereas heavy cavalry use huge warhorses bred for strength and trained for battle... and armored! Well, I don't know if this is reasonable or not, but these are the factors I considered and their approximate costs. I made up all the numbers myself rather than analyzing Illwinter's numbers, and didn't really follow them very closely...

Also, Illwinter never really factored in the resource cost of breeding and training horses.
Code:
-- Cavalry Guidelines:
-- Note that the existance of guidelines does not mean they are followed.
-- Type Protection GCOST RCOST ENC MOVE
-- Light: 0-9 14 +4 4 3
-- Medium: 10-14 22 x1.5+6 4 2
-- Heavy: 15+ 30 x2+10 5 2
-- Elite: 17+ & stats+ 40 x2+12 5 2
-- Other factors to consider:
-- Factor GCOST
-- Bow: +2
-- Light Lance: +2
-- Full Lance: +6
-- Mount Attacks: varies
-- Trample: +.25*(size^3)
-- Mount Survives Rider: +10 (varies)
-- Mount Joins Army: varies
-- Slower Than a Horse: -2 to 10
-- Protection Above Minimum: +0 to 2 each
-- Bonus Stats: varies
-- Other changes: all cavs get +1 str to reflect mount's momentum,
-- and +2 hp to reflect hits taken by the mount (+3 on heavy cav)
-- heavy and medium cavs get minimum 11 morale
-- light cav precision penalties reduced, for 4 reasons:
-- 1) higher seat gives better vision and better angle
-- 2) they are trained to shoot / throw from horseback
-- 3) horses will often be still when firing
-- 4) the penalty made them worthless
Anyway, thanks for your analysis!
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Ironhawk said:Yeah, I can appreciate how tough of a decision this one would be. With 9AP damage longbows definitely are the supreme missle weapon. But then again, in my experience, longbowmen are the rarest indy archer type. Which fits in with the reality of longbows (they were elite archers, basically) and its good for game balance too.
Interesting side note: Why are there no sacred archer units? I just envisioned Man with sacred longbowmen and a W9 blessing.
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Since longbows are quite rare, have virtually no armor, and are 30% to 100% more expensive than other archers, I guess it should be OK. As for holy archers - there are Crystal Amazon Pegasus Riders and Centaur Hierophants...

But nothing common or cheap.
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Ighalli said:I love the R'lyeh hybrid descriptions!!
You didn't make them upkeep free like you had mentioned though. Did you get them mixed up with the void gate summons?
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Thanks!
As for the hybrids: They are recruitable with money, and require upkeep, though I did drop the prices of the inferior ones. I eliminated the upkeep on Void Gate Summons (Elder Thing, Vastness, Otherness, Thing of Many Eyes, etc). I don't know if they had upkeep before, but they definitely do not now.
So! I've spent about 30 hours in the last several days, smoothing over the previous changes, spotting and correcting bugs, and redoing every cavalry unit in the game. I also added some neat new weapons and armor to units that really needed them. For example: Soulless have no vital organs. They tend not to die from arrows. So I gave them "Missile Protection" (technically, a 0 prot, 0 enc, 1 def shield, and lowered their def by 1 to compensate). It should make arrows slightly less effective on Soulless, without affecting anything else. And I gave Sidhe / Tuatha full bronze equipment, based on their descriptions of "Hating iron and only using Bronze and Leather."
You can look at the attached picture to see some of the new armor and weapons
I'm in the final stages of debugging (primarily, ensuring that no units are missing attacks, got their description cleared, cost too much or too little, or have the wrong unit number for their name) and plan to release the first non-beta today or tomorrow. Thanks for all your comments!