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Old March 19th, 2010, 04:54 PM

elmokki elmokki is offline
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Default Re: MA al-Nadim - The thousand and one nights (0.86)

After quite a break a new version is up at the first post.

Quote:
0.86
- Made slight changes to province defence. It's still weak, but I reckon that suits the nation quite well with the capital centric backstory and nomadic ways of life et cetera.
* Mullah replaced Commander as the <20 cost commander. It's mostly a backstory change, as mullahs are supposed to be not only a religious but also an adminstrative authority. Mullah will die to slight archer fire easier, but he's a level 1 priest.
* Gave 1 Al-Nadim Archer per province defence point <20 in addition to the 2 militias of old
* Made >20 province defence give a Vizier. The other choice would've been a Commander, but it felt a bit boring.
* Instead of 2 spear armed Al-Nadim Infantry per province defence, it's now 1 spear and 1 scimitar.
- Fixed the nation description to tell correct magic paths. It's still strangely wrapped though. Need to look into it again later.
- Made Camel Archers cheaper 50g -> 25g
- Gave both camel units "Camel Bite" instead of the 2 damage bite. There seemed to be no proper original bites and the old one didn't have #nostr. Currently it's 10/1/0/3 #nostr #bonus weapon, which basically is a bite of a lizard mount with -33% damage.
Now, the thing is, I was thinking of making an another mod, but that was mostly about my obsession to the coolness of bagpipes and kilts and claymores, and I thought I'd better finish Al-Nadim before I go make a mod about that. British Isles are pretty well covered already anyway

I've got a few questions about the balancedness of this mod and I'd like to hear answers of someone who isn't me.

First of all, the province defence. It was really weak and is still very weak. Should it be stronger? I could scrap the militia unit as a whole and make <20 PD 1 archer 1 spear infantry per point and >20 1-1.5 scimitar infantry 0.5-1 beduin raider per point. Currently it's 2 miltia 1 archer <20 and 1 spear infantry 1 scimitar infantry >20. Personally I like the idea of it being weak, but is it too weak?

Secondly, the commanders. Is there something that's lacking or something that should definately be removed? Of the non-priest or mage commanders I know absolutely none will almost ever be hired apart from assassin and beduin chieftain. All except Mubarizun Commander and Assassin are pretty much essential to the theme of the nation though. I don't feel like they're worthless of existing in the mod. Assassin has it's niche and isn't really something that is making the nation too powerful, so I believe it has earned it's right to exist too. Mubarizun commander on the other hand is capital only and will have to be such, which is also why it'll be never recruited.

Mages and priests are always a huge problem. Are the mages and priests too expensive or too cheap? Is there too much magic diversity? I personally am unsure about Mystic - 1S1H stealthy (+25 once I fix it) spy at 90g. It feels a bit cheap compared to 1S stealthy LA Ulm Illuminated one at 70g, but I doubt it'd really be hired much if it was considerably more expensive. Magic diversity bugs me too. While I'm pretty happy with only Mystics (1S1H) and Viziers (2F1W and 110% FWES) being available outside the capital and Grand Vizier (2F2W1S 110% FWES) being available in capital, capital only Alchemist (1E 210% FAES) bothers me a bit. It gives you a somewhat realible access to 3E, 2A and 2W. I don't really know if that's too much. One thing which I'm thinking is removing the guaranteed 1E from the Alchemist, but it'll still leave Al-Nadim with quite decent access to all elemental magic.

I'm quite happy with the non-commander units. Everything has it's niche atleast thematically if not game technically. Mubarizuns are a kick-*** but capital only heavy infantry. I'm tempted to tone them down slightly (attack and defence 13 to 12), but in general they feel pretty fine as long as they are capital only. I don't feel like there's anything I should definately remove except maybe militia, nor that there's anything I should definately add. I still do have the graphics for a heavier lance armed cavalry for Al-Nadim (supplied with the mod and defined in the mod by the way), but I think it's cooler of the camels fill the cavalry slot. In general I find the non-sacred troops solid but nothing really spectacular. Camel Cavalry price might need tuning though. It doesn't feel like it's a very strong unit.

Even after a nerf Dervish still makes me wonder. It's recruitable everywhere and with a bless a swarm of them can be really devastating. On the other hand they'll drop like flies to any missile troops or anything that can actually outnumber them enough to punch through their defence even after the massive losses they're likely to take. They will definately stay as recruit everywhere, but do they need a cost increase or nerf?

Also, in general, is Al-Nadim missing something or is something wrong? I do want to make this nation balanced and interesting. I personally like the heroes very much.

I do know Al-Nadim only has the skeleton supply of pretender chassises available. How do I add more of the existing ones to the list? Atleast some of the fire orientated pretenders need to be there.
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