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July 12th, 2007, 02:44 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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LA Machaka 0.0 Alpha
Version 0.0 of Machaka, Golden Kingdom. Enjoy.
Still to do:
* National spells.
* Nation description, summary.
* Province defense.
* Initial army.
* Fort types.
* The other nation in the mod .
Known issues:
* All of the units that are shown with bling are supposed to have bracers of protection. Not possible right now, unfortunately. (The golden bracers on elites is historical.) Yes, I would make them cost more if that functionality were to become available.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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July 12th, 2007, 03:01 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: LA Machaka 0.0 Alpha
Why don't you just give them higher resource cost and higher natural protection?
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July 12th, 2007, 04:15 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: LA Machaka 0.0 Alpha
Some of the units attack sprites have black backgrounds, need to fix that, um, poison javelins should have range strength, not 10, the men are losing 1 range point cause most have 11 str, you might wanna also compare that to MA Marchacka to make sure it's not too overpowered, but that doesn't seem like an issue, it seems pretty well balanced to me.
I love the little quirks you gave the commanders, the gaze stuff, it's really awesome and unique, oh and are you gonna give them the Scorpion man spell, I always thought they should have that spell but they don't get it!! and they should!
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July 12th, 2007, 05:15 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: LA Machaka 0.0 Alpha
You can't give range based on str to modded weapons.
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July 12th, 2007, 09:31 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Thanked 1 Time in 1 Post
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Re: LA Machaka 0.0 Alpha
you can't? oh sorry, I thought you could
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July 12th, 2007, 09:21 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Thanked 5 Times in 5 Posts
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Re: LA Machaka 0.0 Alpha
Very interesting mod. I havnt played it much but two things i noticed:
7 gold for sacred serviteurs? Sure they are pretty vunerable to arrows(no body armour, 5 parry on shield) but it seems like a mistake.
The alchemist unit is interesting but a 200 gold, capitol only researcher just seems odd to me(although im not particularly knowledgeable on this sort of thing)
edit: I wont complain about alchemists any more. Equipment for awake SCs=good and they can research it quite well too.
double edit:
Mandekalu have the magic of the sorcerer, i dont think they are meant to have any since they are far better combatants/commanders and just over half the cost.
triple edit:
Black sorcerers seem like they would be terribly effective against SCs(seemingly unresistable 33 points of fatigue damage, a few of them behind a few chaff units could quickly knock-out and overwhelm an SC) but the main problem is that upon changing back into human form after an assasination they turn into the MA non-stealthy black sorcerer(still with E1D1F1) and end up dying in the province they were assassinating in.
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