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Old October 25th, 2009, 06:33 AM

alansmithee alansmithee is offline
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Default Re: Warhammer Dwarfs, version 0.7

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Originally Posted by Burnsaber View Post
Yeah, when talking about power-level, it's pretty much impossible to come to a clear conclusion. I dislike Pythium because it gets the best human infantry, hydras, best human mages (in its era), communicants, uber national summons, and completely random extra gem income (why?) with no clear drawbacks. Old age is more like a nuisance than a real drawback.

But this mod is still in development stage. I know from experience that it's best to *really* aim for weakness for the first releases. It's always easier to boost than nerf in order to fix something. This is basically what my other nation mod, Alugra, is going through. It started out too strong, but I (and other people) got used to it's power level, which made it difficult for me to try to get things appropiately costed. I call this "I don't want to castrate my baby" -effect.
I think you're really underrating the effect of old age. And I'd say Ermor is close for infantry, not to mention Agartha or even much-maligned Ulm. Mages are the best humans, but I'd put near-human Marshmasters and Bakemono sorcerers as being very similar in power level. And hydras are a nice bonus, but not overpowering. Really, I see Pythium as about where most nations should be, and the other "men" nations to be somewhat lacking (although Ermor is pretty close in MA). But again, this is all personal philosophy, and I would just hate to see a great mod not get used because it's no fun to play due to it's weakness.


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I assume that when talking about "less paths", you mean Runelords, not smiths? I really don't want to go overboard with the Runelords, forgebonus 30 is really powerful (compare to Ashdod's Talmai Elder, which costs 500 gold for less path power and forgebonus 15).
Yeah, I meant the lords. And this isn't a fair comparison (which I think you know), as the 500 gold also comes attached to a thug/borderline SC chassis. Now, if you want to add in a body slot so you can get rid of the armor that makes them virtually useless in combat...

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And if I calculated correctly, Runesmiths now have the second best upkeep/research ratio (second to only journeyman runemsmiths) in the nation (in a drain 3 enviroment, of course). But if people feel that they're not worth going for, I might lower their prices back to normal.
They're still probably worth going for IMO (since you don't really want to give up the 120 pts for drain3), but you're still gonna lag far behind. Again, it's not just the boosted cost of the smiths, it's also the boosted cost of the castles you have to get to recruit more smiths. And even considering that, they're still only second-best to the journeymen. That, coupled with their uselessness as thugs now makes them seem quite useless.

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It's also good to remember that dwarfs are really supposed to suck at magic, in fact, they shouldn't have magic at all. They could thematically have okay research but they shouldn't ever be "magic" comparable to anything other than MA Ulm.
Well, to paraphrase something I heard about this game before I was playing it, Ulm (and this was pre-buff when they were considered the worst nation) is a nation full of people who are strong in will, and rely on the strength of iron to overcome magic. Unfortunately there's a spell that can block out the sun. Point being, any nation that thematically sucks at magic, is gonna be at a natural disadvantage since magic is so strong.

And it might not be what you want to go for, but when I think of the tabletop game I always imagine rows of sturdy infantry (which is quite present) backed up by ridiculous amounts of war machines (which don't seem present at all). Now if you don't want to add war machines (I was actually thinking if possible you could have cannons with gift of the heavens or some similar effect if it's moddable since nobody seems to want to just code "gunpowder" effects) I think it's reasonable to see runecasters as being essentially war machine replacements (through judicious use of earth spells, etc) if you did get rid of the crazy armor.
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