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  #1  
Old January 17th, 2004, 01:33 AM

Keir Maxwell Keir Maxwell is offline
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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
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  #2  
Old January 17th, 2004, 12:25 PM
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Endoperez Endoperez is offline
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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.
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  #3  
Old January 18th, 2004, 02:38 AM
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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 ]
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Old January 17th, 2004, 06:41 PM

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Default Re: Barbarian Kingdom mod test

I know, you can do it. But right now it isn't done I wish it did. That would be a great way to introduce units unhorsed and still fight (A classic theme).

If a mod comes out and when the tools work, I'd love to see all cavalry work akin to the Hunter Spiders with either riderless war horses, or dismounted riders

Things that use Javalins in my mind are not using missile weapons per say, because in order to use a Javalin you have to close. Unless there is some big javalins out there with more than 2 rounds of range.
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Old January 17th, 2004, 10:50 PM

Keir Maxwell Keir Maxwell is offline
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Default Re: Barbarian Kingdom mod test

Done a couple more tests with less success which proved as much about the problems with luck as mod balence issues.

I may have underdone it slightly in my 0.02 mod. Part of the idea coming in was that LC are overcosted and I think I let that idea slip when I made the cost 25% higher cost in gp and better. So I'm to give the first 2pts of prec and the +1 def for free. That bring the gold cost of the LC down to 22gps. The trouble with the LC being more expensive is their primary role is as archers and if they cost too much then you would be unwise to use them early (foot bow instead) which is what I want to avoid. Latter you generally have the resources for HC so you tend to concentrate on them so the time to build up the LC is early. If necessary I'll take all the bonus's bar the precision one away to keep the cost down.

The other thing I'm going to try is replacing the Lance with a Javelin and see what happens. Hopefully they will shoot with the bow at long range and use the Javelin when close. If they will only use one and I can make it the comp bow thats fine as what I'm trying to do is dump the lance without giving them two hand to hand attacks. It may not work.

When I tried using a pretender other than the Lady of Fortune I got severly manhandled by luck - 1/5th pop emmigrated from capital t.9 1/5th from biggest other 3 turns late, plague, Trog attack, all in the first 16 turns. I was also been attacked by two neighbours early (bad starting position) and had Kau Feng (PoD) feebleminded by a random arrow shot as he lurked in the back wearing rainbow armour. I decide to give up on this one when my prophet bought it even though militarily I was still putting up a fight and taking the war to the enemy - I just didn't have enough gold coming in and hadn't got a second castle even though I was using the cheap wizard tower. The random events did not destroy me and there were good ones (total of 150gps in cash) but I end up with that feelling described by so many - I'm paying for maximum luck scales and I still get bad luck.

I went back to LoF and things went much better. I have never had a significant bad event in my capital using LoF and while this is probably just luck she has become my lucky taliesmen. In fact I think the only reason I have a far kinder view of luck than most is using the Lady of Fortune. Have I just been really lucky with her or does she have an ability to stop bad events in the province she is in?

As luck issues are making it hard to get a good take on this I'm going to start using a simple luck mod. Basically its Saber Cherries idea of +-13% luck/misfortune on quality of events with no other changes to scales. This means with luck3 you have a 89% chance of an event being good - I think it was 95% in dom1 so this is not that extreme compared to what many of us are used to playing with.

I'll post the relevant parts of this to the luck/order thread.

Cheers

Keir

[ January 17, 2004, 21:06: Message edited by: Keir Maxwell ]
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  #6  
Old January 18th, 2004, 08:21 AM

Keir Maxwell Keir Maxwell is offline
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Default Re: Barbarian Kingdom mod test

Giving the LC Spear, Composite Bow and Javelin worked a treat. The Lance is replaced and when the enemy gets into Javelin range the LC switch from bow to Javelin.

A Scimitar instead of the Spear would be nice and its the first weapon I'll make when the mod comes out.

cheers

Keir
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  #7  
Old January 18th, 2004, 11:35 AM
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Default Re: Barbarian Kingdom mod test

I suspect they fire with both bow and javelin when in range, so yes it should work like a treat
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