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March 7th, 2007, 08:24 AM
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Major
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Join Date: Sep 2005
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a small mod: Sphinx
just a small mod I drummed up today. All it does is replaces EA Arcos Pegasus sacreds with sphinx sacreds. just something for flavor.
let me know how to better balance them. are they too cheap for how good they are?
SEE A FEW POSTS BELOW FOR THE .DM THAT MAKES IT A SUMMON SPELL INSTEAD OF A RECRUITABLE or click here
balanced by their gem/research cost, the summonable sphinx are better than the recruitables.
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March 7th, 2007, 10:59 AM
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BANNED USER
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Join Date: Feb 2007
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Re: a small mod: Sphinx
I like the flavour, concept and graphics. As for balance I haven't a clue ;]
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March 7th, 2007, 12:26 PM
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Second Lieutenant
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Join Date: Dec 2003
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Re: a small mod: Sphinx
Some quick comments on balance.
Sphinx warrior
This unit is way too tough for a recruitable unit, especially in EA. Sacred, high hp, high str, good protection for EA, flying, high morale, multiattack and a shield. The added awe is simply adding insult to horrible maiming.
My suggestion, if you want to keep the 100 gold pricetag, is to lower hp to 36, strength to 13, protection to 2, morale and magic resistance to 12 and remove Awe altogether. Also this unit isn't really mounted so remove that ability and raise the defence to 12 instead. Add -25 cold vulnerability.
You still got one heck of a good deal for the money.
Riddler Sphinx
Why buy anything but this commander? The riddle weapon alone would be worth the gold so the entire package is through the roof. It could work fine as a national summon though.
If you want to keep it recruitable then ponder what role this commander would fill. Right now it's on par with a pretender in strength, and you can buy a new one every turn.
If you want to keep it a mage/priest then loose the Riddleweapon and make the unit a lot weaker then the sphinx warrior. If you want a warrior/priest then loose the magic and Riddle while giving it a small increase in stats compared to the warrior. If you want to keep the Riddle weapon then you need to make drastic changes indeed, or loose the soulslay effect entirely.
Just my own humble opinion of course. I'm very happy that you made this mod because the sphinx is one of my favorite mythical creatures.
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March 7th, 2007, 04:16 PM
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Major
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Join Date: Sep 2005
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Re: a small mod: Sphinx
I was keeping the lanka sacreds in mind when I was justifying making them that good.
I'm going to lower their stats a bit, and a little bit of the riddles range. (in all my tests, the commander using riddle didn't get a whole lot of kills) and raise the prices. I'll give them succeptibility to something, a weakness if you will (like Lanka's.) see if that does the trick.
Its not unusual for EA nations to have recruitable thug/SC chassis that are better than most pretenders. look at nifelheim, yomi, and atlantis.
also are centaurs "mounted?" if not i'll definitely remove it.
also it was a toss up between #awe and #heal... so if awe is too strong, I'll give them #heal instead
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March 7th, 2007, 05:08 PM
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National Security Advisor
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Join Date: Oct 2003
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Re: a small mod: Sphinx
Centaurs are not mounted. They just have a base defense of 12 or hereabouts. Take a look at the Unit DB, it can help you a lot in things like this.
Edi
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March 7th, 2007, 05:10 PM
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Major
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Join Date: Sep 2005
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Re: a small mod: Sphinx
hey, is anyone else getting the same graphic for riddler and warrior. The code is pointing to different images, so I don't know why dom is putting the same one in for both.
can someone help me out with that?
edit: must have been some bug with the mount cephalos site, where it is hard coded that they copyspr eachother. I made a work around, and some adjustments to the sphinx.
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