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  #1  
Old April 2nd, 2007, 07:33 AM
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Default Law of the Commonwealth

Version 0.13
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File Type: zip Commonwealth.zip (221.2 KB, 1082 views)

Last edited by Amos; December 31st, 2008 at 05:11 AM..
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  #2  
Old April 3rd, 2007, 08:29 AM
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Default Re: New Mod: Law of the Commonwealth

Hey there! mind if I share my opinion my opinion of the mod? hope not!

I think things may be almost underpowered considering their cost like, the light blades, they cost, what 16 or 19 gold thats a lot for the weakest unit and their not even particularly worth it, the cold resistance shouldn't really add to the cost that much I mean, the Atlantian deep ones have both 50% fire and cold and they don't cost 16 gold!

So, if I were you, I would lower the units gold cost a little, or make then a tinsy bit tougher, thanks for listing.
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  #3  
Old April 3rd, 2007, 09:51 AM
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Default Re: New Mod: Law of the Commonwealth

Quote:
Hey there! mind if I share my opinion my opinion of the mod? hope not!

I appreciate any comments.

Quote:
I think things may be almost underpowered considering their cost like, the light blades, they cost, what 16 or 19 gold thats a lot for the weakest unit and their not even particularly worth it, the cold resistance shouldn't really add to the cost that much I mean, the Atlantian deep ones have both 50% fire and cold and they don't cost 16 gold!

I'm not balancing against vanilla (I mean what nation would you balance against? R'lyeh that can summon dozens of Vastness free of charge, or Ermor that summons hundreds of undead, or the permanently underpowered Mictlan?) , but even if I did I would be balancing whole nations not individual units. This mod is one of my more vanilla friendly mods but its a basic structure. It will change when I have some time to play with it.
When I balance I do it against internal consistency of a mod, not against other mods.
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  #4  
Old April 4th, 2007, 02:32 PM
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Default Re: New Mod: Law of the Commonwealth

Version 0.02

Added 5 more units in 2 summoning spells.
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  #5  
Old April 5th, 2007, 03:18 PM
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Default Re: New Mod: Law of the Commonwealth

Gave "Defense Form" Lightning and raised the cost to 10 gems.
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  #6  
Old April 5th, 2007, 05:32 PM

Shovah32 Shovah32 is offline
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Default Re: New Mod: Law of the Commonwealth

I think the defense form is either very underpowered or far too expensive. It dosnt look particularly useful in battle(1 decent ranged attack) and its fortress defence bonus is far too low for its cost(i can get the same bonus from a 130 gold commander)
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  #7  
Old September 17th, 2008, 09:48 AM

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Default Re: Law of the Commonwealth

Amos, isn't parry 14 very high?
I'm not really into the shield balancing but rdonj was complaining of to effective shield when I gave a shield parry value 4.. and yours are 14..
not to mention they end up with a defence value of 24.

I wonder why the warden is so much more expensive he has a blade that deals less damage for 1 defence more (seems like a elite troops could have a better weapon) and his stats are all the same except his patrol 2 bonus.. and that makes him cost 5 extra?? (I hardly patrol myself and would rather have extra soldiers for that cash if that is the only benefit)

Is it intended that the turrent has 4 cannons with 4 shots per turn each (12 dmg AP)

your commanders seems a bit cheapish in gc (20 for a 40 leader, 30 for a 80 leader and 60 for a 160 leader, I know you don't balance to vanilla but this is a bit strange to me) The mages seem cheapish too I must say high magic very low priced, even with a forge bonus on one of them.
Not much magic variation but then again water magic is pretty allround, decent combat magic, some decent summons.



On your advice I'm thinking about getting them in dominions 3000 but they need more restructuring than insects I think. The lack of ranged weapons is somewhat annoying, I do like the turret idea but I have to test them yet... probably means I'll have to put them in Ulm too since they'd craft anything out of blacksteel that others can make.

I can see a race that is so into watermagic and astral to animate it and lead it into space, and can make everything out of it would not go to much into other tech while still being a spacefaring race.. incorporating some other races in their neighbourhood before coming into contact.

I'd probably need to make spaceships (frigates) a bit more accesable (recruitable) and get another ship between the frigates and your crafted ships (which are quite powerfull with their magic and wormhole casting so should remain summons)
The builders and the towers would need something extra too I think (starting to make towers a lil less vulnerable, by giving them a shield) seems a bit expensive for what they do... they can't really lower cold in provinces can they?
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  #8  
Old September 17th, 2008, 01:42 PM

rdonj rdonj is offline
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Default Re: Law of the Commonwealth

Parry 4 is a very average level of parry, but if I remember correctly KO once said that a parry value of 8 always catches missiles.

The parry is such a big deal in your mod because most of the things with the 4 parry shields have very high armor, and when you combine it with the armor from the shield it makes them almost completely immune to 90% of the ranged attacks in the game. For example, ulmish black knights have 39 prot when their shield blocks a hit. The defense value is also definitely an issue, but most of your things with the better shields have fairly low starting defense so it's not a big deal generally.
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  #9  
Old September 17th, 2008, 01:53 PM
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Default Re: Law of the Commonwealth

I'll start from the bottom.

Quote:
seems a bit expensive for what they do... they can't really lower cold in provinces can they?
The towers act as factories for frigates and stationary prophets. They should be able to spread the dominion and the cold with it.

Quote:
your commanders seems a bit cheapish in gc (20 for a 40 leader, 30 for a 80 leader and 60 for a 160 leader, I know you don't balance to vanilla but this is a bit strange to me) The mages seem cheapish too I must say high magic very low priced, even with a forge bonus on one of them.
The commanders are pretty balanced in my opinion. Their stats are low except for leadership. Try a game with them and you will see.

Quote:
Is it intended that the turret has 4 cannons with 4 shots per turn each (12 dmg AP)
Yes it is intentional. It was an experiment and I liked it so much that I decided to leave it in the game. The regular soldiers dont have any ranged weapons. The only ranged weapons they get in the early game are stationary. I thought it was cool.

Quote:
I wonder why the warden is so much more expensive he has a blade that deals less damage for 1 defense more (seems like a elite troops could have a better weapon) and his stats are all the same except his patrol 2 bonus.. and that makes him cost 5 extra?? (I hardly patrol myself and would rather have extra soldiers for that cash if that is the only benefit)
Warden has higher moral, basic attack and defense besides the patrol bonus. So, I thought he should have an appropriate price. They are situational soldiers so you might not even use them in your game. In large numbers they should be good at warding off the assassins in your mage heavy provinces.

Quote:
Amos, isn't parry 14 very high?
I'm not really into the shield balancing but rdonj was complaining of to effective shield when I gave a shield parry value 4.. and yours are 14..
not to mention they end up with a defense value of 24.
Since the Commonwealth soldiers dont have ranged weapons I thought it would be appropriate that they would have a very good defense against them. Troops with energy shields have very low level of armor so it balances out.

Quote:
but if I remember correctly KO once said that a parry value of 8 always catches missiles.
They still get slaughtered sometimes(very rare occurrence) by effective ranged troops even with their high shields, so "always" is incorrect.

Last edited by Amos; September 17th, 2008 at 02:00 PM..
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  #10  
Old September 17th, 2008, 02:57 PM

Aezeal Aezeal is offline
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Default Re: Law of the Commonwealth

Hmm my bad about the wardens I thought I had specifically looked those value's up in game..

The turrent is nice indeed and stationary but it provides heavy defense.

Is there a reason there are no Simian leader btw?
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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