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Old October 26th, 2009, 05:18 PM
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Burnsaber Burnsaber is offline
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Default Re: Warhammer Dwarfs, version 0.7

Quote:
Originally Posted by alansmithee View Post
I don't think they're Man/Malacha weak, but I see them closer to there than the (non-Ashdod) top.
And that's about the level I'm aiming for. v0.8 will bring some more slight buffs (see the fix list for details), so they should be powerful enough after that.

Quote:
Originally Posted by alansmithee View Post
I don't see the slayers as being that good at all. They just seem to die to easily. And everyone knows as the game progresses, troops have less and less use.
Well, slayers are not thugs in the same way as Bane Lords, for example. They, are perfect anti thug/sc units, thought (high attack value + immunity to awe + slayer axes). I admit that doesn't really translate well to a SP experience. Althought stone boots and some random good shield should be "enough" survival for what the AI throws at you.

And troops really have less use, but you have some nice specialist units to throw a unpreprepared opponent off. Arbalests hit for 16ap damage, meaning that they can consistently do damage to prot 30 units! Hammers/Slayers are basically immune to awe & fear and hammers hit with magic damage and high attack value, which allows them occasionally to overwhelm thugs. Ironbreakers can be easily buffed to be elemental-immune with "ward spells" and beefed to mr 19 and prot 26 (even more with army of lead/gold). Where is your god now?

Sure, those things have counters, but my point is that your troops are really nice templates to get a lot of mileage out of battlefield buffs and thus have solid late game uses.


Quote:
Originally Posted by alansmithee View Post
I respect the thematic consideration. But I would never choose to recruit a king. You need the research too badly.
It's a shame that I couldn't make the Kings drain-immune. I'll have to try to think about a solution. I might make Kings non-cap (perhaps with a higher gold cost, do disencourage unthematic spamming).

Quote:
Originally Posted by alansmithee View Post
I found runesmiths to be decently thuggable in 0.6. That was one of the reasons I thought the slayers were so sub-par: they were totally bettered by runesmiths as thugs.
Heh, good thing that I nerfed the smith armor some more then :P.

Quote:
Originally Posted by alansmithee View Post
And as it stands, i'd still never recruit a king or slayer. I see thugging being handled by golems for the most part now, or possibly, journeymen. The stealth still gives journeyman a place, even if they weren't more gold-efficient.
Well, like I said, Giant Slayers are more like anti-thugs than thugs themselves. So it's pretty likely that you wont recruit some for SP. As for the kings, see comment above this quote. And like I said, journeymen are cost-effective but because of the tight castle commanders slots, I often go for Runesmiths after my first forts have been built (because they basically do 50% more research than journeymen and massing them also has the side-effect of getting that nice 10% elemental random).

Quote:
Originally Posted by Burnsaber
(although Winged Shoes do not give mapmove 3, they just give mapmove +1)
Quote:
Originally Posted by alansmithee View Post
Pretty sure they give 3, as everything with flying has mapmove 3 (I could be wrong on that though)
Well, we both were right (sort of). I did a quick test, and equipping winged shoes only gives +1 to the mapmove statistic on the unit screen but still allows you to fly over two provinces (basically mapmove 3). But if you give it to mapmove 2 guy, he can fly over 3! provinces.

The more you know...

Quote:
Originally Posted by alansmithee View Post
And again, I'd like to stress how much I enjoy the mod, it's great fun and looks wonderful.
Thanks, I appreciate it. Your comments have been helpful and given me a lot to think about.

Quote:
Originally Posted by Stavis_L View Post
...er...you do use a text editor that does find/replace, right? If you include the slashes as part of the string to replace, it should only match on the file paths ("/DWARVES/" --> "/DWARFS/").
TECHNO BABBLE hits Burnsaber (roll: d20=18 + 4 = 22 over 12 AC)
The attack is super-effective! (roll: 100d6=126)
BURNSABER takes 126 damage!
BURNSABER is stunned!

(sorry, I'm pretty computer illeterate)


Quote:
Originally Posted by Stavis_L View Post

Hah! English has a long and glorious tradition of bad puns made in poor taste; try substituting 'y' for 'i', and 's' for 'th':
Hurri --> Hurry
Thorri --> Sorry

...and since it apparently requires explanation even to notice, I definitely wouldn't change any of them.
Oh, it was a pun! Heh, should have noticed.

Quote:
Originally Posted by BandarLover View Post
I still get the dwarf engineer sprite 2 error.
Note that the new mod .dm file does not overwrite the old one! I changed the name so that the mod would appear with other WH mods in the "mod enabling" screen. So, you'll have to start a new game (and preferably delete the old .dm file, dubbed "Dwarves").

(Apparently I forgot to mention that on the first page. Fixed now, thought)
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