.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old January 16th, 2004, 04:02 PM

Guest
 
Posts: n/a
Default Re: Barbarian Kingdom mod test

Keir,

I'm reluctant to post any critisisms of any mods out there, as they seem to go down to negative fashions, but I hope with your post you are looking for thoughts on your idea so even though it's not exactly positive I hope you will take my comments in that light.

I feel fear is too great of an effect to put on a non-sacred normal unit. Simply because if/when a unit/squad breaks it becomes useless and you can't 'unfear' them. Even casting Sermon of Courage on a routing army won't have them head back into the fight. You can see how this might affect some nation/themes dramatically and others not at all. Morale in Dom2 is a very clutch thing and giving LC fear is overcompensating for the state they were in previously.

While I like what you have tried to do I don't feel fear is the answer, even after you can unequip lances. I would suggest an alternative game variable in Awe. Find a low enough awe modifier so that it doesn't completely stop lower end units (as it is based on morale) but it does give the effect of 'feinting' and other aspects you want to add by causing them to not even attack.

I don't feel making the cavalry powered up to the point where it can totally replace a foot army would be inclusive of balance either. While the elite core should be, the effect is to not only make BK very strong, but highly mobile and horsemen more cost effective than footmen in battle, mobility, pillaging AND patrolling, thus making anyone not on a horse useless. I don't feel historical nations built and organized their armies in such a way so I don't see why it should be as well. Even the Huns, Mongols and other horse rich historical figures were not totally on horseback, though it was their effective use of them that made them memorable.

I hope this has provided some feedback that you can use to further make a more realistic BK theme for you while not stomping on your efforts thus far.

[ January 16, 2004, 14:03: Message edited by: Zen ]
Reply With Quote
  #2  
Old January 16th, 2004, 09:50 PM

Keir Maxwell Keir Maxwell is offline
Sergeant
 
Join Date: Oct 2003
Posts: 363
Thanks: 0
Thanked 0 Times in 0 Posts
Keir Maxwell is on a distinguished road
Default Re: Barbarian Kingdom mod test

Quote:
Originally posted by Zen:
I don't feel making the cavalry powered up to the point where it can totally replace a foot army would be inclusive of balance either. While the elite core should be, the effect is to not only make BK very strong, but highly mobile and horsemen more cost effective than footmen in battle, mobility, pillaging AND patrolling, thus making anyone not on a horse useless.
re mobility

Exactly as it was most of the time - no problem with this. Have you played Pangaea using Centaur Warriors as your base troop type? CW are better than anything my BK mod gets and are highly mobile etc and backed up by Centaur Cataphracts for shock. TI think the BK mod is well short of Pangaea Cantaur abuse in terms of mobility and power.
Quote:

I don't feel historical nations built and organized their armies in such a way so I don't see why it should be as well.
You should talk to my brother - he has about 8 ancients armies based the mounted mobility principle and they are all historically based with OB's inspired by real battles. Some time periods saw virtual complete foot dominiance others virtual complete mounted dominience - this is entirely realistic Zen and the present sate of affairs making BK mounted an adjunct to foot is very wrong in terms of history. Read Cecilia Holland "Until the Sun Falls" and her one on the Huns whose name I can't remember off hand. "Foot - pah who need the scum."

Quote:

Even the Huns, Mongols and other horse rich historical figures were not totally on horseback, though it was their effective use of them that made them memorable.
Yes they were. I own Mongols and Hunnic armies myself and I have lots of support literature. You can't actually get any Hunnic or Mongol foot at all in their conquest periods.

You may be right in practice on fear though I do feel that its the pratical tests that answer this one not abstract reason. For know its out as its combo's to powerfully with the lance. I would add though that there is nothing game unbalencing about fear making people rout as weapons do that and everyone gets them.

During history a large proportion of armies were made up entirely or almost entirely of mounted and this includes the majority of LC based armies for fairly simple reason - foot slow them down to much. The whole point of the mod is to come closer to history by allowing cav based armies.

My entire complaint with BK is that it works when you don't use the mounted and doesn't work well when you do. Using foot should be completely optional for an army based on the Xiongnu. This is the entire point of the mod - to make BK play like a horse nomad army that has just recently taken over a more sophisticated region. These are peoples who held foot in contempt.

I think you are jumping the gun suggesting the mod will BK to strong. I'll need to do more tests to get a good idea but in the first test it played weaker than C'tis or Pangaea but stronger than Mictlan and the old TC BK theme ie somewhere in the middle. This is where I'm aiming. I am consciously not aiming at making BK equal to Pangaea Centaur races even though this is the other example of entirely mounted armies working well as Pangaea Centaur abuse is extremely strong and I'm aiming for the middle.

What is the point in having highly mobile troops if they spend all their time trapsing round with slow foot?

Cheers

Keir

[ January 16, 2004, 19:55: Message edited by: Keir Maxwell ]
Reply With Quote
  #3  
Old January 16th, 2004, 10:53 PM

Guest
 
Posts: n/a
Default Re: Barbarian Kingdom mod test

I didn't say the Mod was too powerful, I can't make that determination without playing it. But lets just take a couple of examples for sake of balance.

LC have Lesser Fear -4 (Or is it Cause Fear?). This is normally reserved for supernatural or blessing effect units.

LC are not capital only or sacred. There is no limit to the LC. That means potentially you could create entire armies (if resources/gold permits, and with your current costs, that isn't hard) of just LC all firing arrows and if they are engaged bring their fear into effect.

No Sacred unit that can get a Fear Blessing has archery, they all require movements to engage or be enganged, they can't sit back and pepper them with arrows.

Imagine either Wind Guide and/or Flaming Arrows (especially flaming arrows for penetration) with only LC?

Also imagine playing your new BK vs Ulm, who have virtually no priests?

These are balance issues and not at all inclusive of what is 'real' or 'historical'. Also there is no way to represent the fact that your LC lose their horse or any other effects which they suddenly lose their quick striking power and become weak, badly armored footmen.

All of these considered, fear is a bad choice to give for an ability and Awe is more in my mind both balancing.

I feel that it's important to take into consideration when you are making what you consider 'a more balanced ...etc' different playstyles. Not only those who like to spend points on pretenders but those who spend them on scales, and those who wouldn't build 'standard' armies and build only single units in order to see the effect. I would think just adjusting the defense/attack would be enough of a simulation of the quick striking and feinting of the LC and you wouldn't have revert to going to special events.
Reply With Quote
  #4  
Old January 17th, 2004, 12:06 AM

Keir Maxwell Keir Maxwell is offline
Sergeant
 
Join Date: Oct 2003
Posts: 363
Thanks: 0
Thanked 0 Times in 0 Posts
Keir Maxwell is on a distinguished road
Default Re: Barbarian Kingdom mod test

Quote:
Originally posted by Zen:

LC have Lesser Fear -4 (Or is it Cause Fear?). This is normally reserved for supernatural or blessing effect units.
Zen you seemed to have missed my comments that the fear is out for know as its to powerful combo'd with the Lance. Once the Lance can go I look at it again and test it. I'm not going to rule it out by definition for if it proves the best way to simulate aggressive LC then thats what I'm want to do. The proof is in the pudding.

I'm not actually sure how powerful fear -4 is as specultaion ranges from the almost useless to handy. Its all dependant on what is the first square assigned for the fear effect as fear -4 only affects one square adjacent to the fear unit.

I have no problems with people taking the mod to task for lack of balence etc as this mod is intended to improve the balence - such criticisms are entirely approriate. I must post it now its had a test and been adjustd so if anyone else in interested they can try it. Illwinter might even like it.

Just to make it very clear - fear is out for now as they don't need it with having a Lance but I definitly want to remove the Lance as it is seriously anachronistic and also potentially overpowering. Fear will not be put back unless testing shows it to not be overpowered as my aim is balence not over the top super troops. Really I just tried it as a way of representing the fact that the troops being represeneted do not fight in a standard fashion so it makes sense to experiment a bit in trying out how to make them work.

I have learnt something from this mod - if things are out of balence it looks like its generally only by a small amount and you don't need to make big changes to get a significant change in results.

cheers

Keir

[ January 16, 2004, 22:07: Message edited by: Keir Maxwell ]
Reply With Quote
  #5  
Old January 17th, 2004, 01:33 AM

Keir Maxwell Keir Maxwell is offline
Sergeant
 
Join Date: Oct 2003
Posts: 363
Thanks: 0
Thanked 0 Times in 0 Posts
Keir Maxwell is on a distinguished road
Default Re: Barbarian Kingdom mod test

ok ver 0.02.
-------------------------------
#modname "Conquering Horde"

#description "This mod is aimed at improving the Tien C'hi Barbarian Kings mounted troops and enabling them to be used as the basis for the Barbarian Kingdoms. It is intended to place the race somewhere near the middle of dom races not to turn it into a super nation. I'm keen to hear feedback from playtests and open to changes where necessery.

The LC get a +1 base defense, a Buckler, +1 morale, +3 precision, +2 rcost and +5 gcost. The HC get +2 precision, +1 morale, Full Chain Mail, +4 rcost and +3 gcost. When the clear command becomes operative I will remove the Lance from the LC and make them a bit cheaper.

The changes in cost are attempting to keep the troops in line with the present dom2 structure. As this is something of a mystery to me constructive criticism is particularily welcome here."
#Version 0.02
#domVersion 2.06

#selectmonster 792
#prec 10
#armor "Full Chain Mail"
#rcost 34
#end

#selectmonster 930
#prec 10
#rcost 32
#armor "Full Chain Mail"
#end

#selectmonster 938
#prec 11
#def 12
#mor 12
#gcost 25
#rcost 13
#armor "Buckler"
#armor "Full Leather Armor"
#armor "Helmet"
#end

#selectmonster 939
#prec 10
#mor 13
#gcost 27
#rcost 32
#armor "Full Chain Mail"
#end
------------------------
This Version attempts to be more rigourous in assigning increases in cost as the Last was completely subjective. I have tried to use the general approach of dom, gold for stats and res for equipment, but haven't yet had time to sit down and do a good comparison with other units so advice is great. I don't have a good idea of cavalry cost adjustments as in the past they have not got alot of usage beyond the Van.

Off to try out Kau Feng and see what he does for the Conquering Horde. Muhahahaha

Cheers

Keir
Reply With Quote
  #6  
Old January 17th, 2004, 12:25 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Barbarian Kingdom mod test

For Zen: In fact there is a possibility to make LC to lose their horses. Just give them less hitpoints and when they die you get LI. The Lamia/Serpent ability.
Reply With Quote
  #7  
Old January 18th, 2004, 02:38 AM
Arralen's Avatar

Arralen Arralen is offline
Major General
 
Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
Arralen is on a distinguished road
Default Re: Barbarian Kingdom mod test

Quote:
Originally posted by Zen:
No Sacred unit that can get a Fear Blessing has archery, they all require movements to engage or be enganged, they can't sit back and pepper them with arrows.
Danoine Sidhe from Man's "Last of Tuatha"-Theme.
Essentially medium inf. with javelins.

I really like blessing them with Death-4 bless (lesser fear -3). If set to "fire nearest" they advance until in throwing range, and ..guess.. start "firing". Usually they'll get only one round of missile lobbing, as the enemy closes in in the next turn. Invariably on the following turn the enemies routes .. seen this even with indy knights which had taken few losses up to that point (1 of 9 IIRC).

But I have seen them sitting there, exchanging volleys with enemy Javelinists, too (guess who won, despite being in 2:3 disadvantage). They don't move as well, if the enemy is in range at the start of the turn.

A.

[ January 17, 2004, 12:40: Message edited by: Arralen ]
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:45 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.