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April 25th, 2004, 02:36 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
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Thanked 479 Times in 326 Posts
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Re: Mod Feedback?
Im afraid that Im more into maps than mods. But I agree that people have forgotten how to "pay" for free stuff in order to get more of the same.
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April 25th, 2004, 02:39 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: Mod Feedback?
Ehrmm... Yes. I knew I should have put more effort into making some sort of documentation. But I was completely sure that neither Illwinter or Arryn would think it was a worthwhile mod to host. Again my lack of confidence appears to kick me in the butt.
The Pretenders I've exchanged are The Crone, The Frost Father, The Great Mother, The Lord of Fertility, The Divine Glyph, The Sphinx, The Mother of Lions, The Son of the Sea and the Archmage. I've also shifted Virtue from Air to Astral (since Astral is the "Angel" magic). The mod is pretty old so I didn't think about the new ability to create new pretenders. I merely removed all the ones I felt were unbalanced and sent it in.
The Draconian Queen will be nerfed in the next Version. I forgot about the overpowering ability to fly, being surrounded by poisonous fumes and access to Airs protective spells. Making the unit a draconion/hydra hybrid was not a good idea.
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April 25th, 2004, 03:07 PM
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Major
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Join Date: Nov 2003
Location: Finland
Posts: 1,050
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Re: Mod Feedback?
Quote:
Originally posted by Wauthan:
Hoburg Alliance Special Edition 1.31 - Joined effort by Teraswaerto, Nekov and Adept.
Another of "must have". Original idea, great description and graphics. Very different experience as a nation, since tactics and strategy must be reconsidered. I find these little guys to be almost underpowered, and have a hard time with them. I guess I've not found a good strategy yet. The AI seems to use them well though.
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Thanks for the feedback! Their main strengths are crossbows and fairly cheap sacred troops recruitable everywhere. Not underpowered at all, IMO, perhaps even the opposite, if the right blessing is used.
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Great indebtedness does not make men grateful, but vengeful; and if a little charity is not forgotten, it turns into a gnawing worm.
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April 25th, 2004, 03:39 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: Mod Feedback?
Spoken like a true modder.  I've propably been too involved with my mad modding experiments to give the your mod the time it deserves.
By the way... Anyone interested in creating a Trolls Special Edition? The new MooseRider unit seems promising and Bogus with crew could be used as unit templates.
[ April 25, 2004, 14:40: Message edited by: Wauthan ]
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April 26th, 2004, 03:16 PM
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Corporal
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Join Date: Jan 2004
Location: washington dc
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Re: Mod Feedback?
Quote:
Originally posted by Wauthan:
The Kami 1.0 - By 1000yd_stare.
A very cool idea behind this mod. And a good preparation to Zens upcoming map over China (if that project is still running?). I know next to nothing about Chinese mythology so I'll use this mod as a future reference. I've had some trouble though. The arquebus gets a +7 bonus to precision in the game and thus is a very high precision and deadly weapon. The Dragons resource cost could be upped considerably. They might not have equipment but surely they are rare enough to take quite a few resources to find? The Temples are very original and fun but isn't defence a bit high? It could be hard to parry and avoid enemy weapons when balancing a house on a shoulder.
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Ah, feedback! Just what I need, please note the Version: ONE!
Now, onto your questions.
1. The arquebus should have a precision of 7, which I made to LOWER the units natural precision of 10. The idea is a short range (15), lousy precision weapon, which is what an early firearm should be. It sounds like the precision adds 7 to the units inherent precision, which is the exact opposite of the intention.
2. Kami is japanese mythos, not chinese, although there is some interweaving.
3. Dragons might be underpriced- any recommendations on resource cost?
4. the shrine defense was sort of envisioned to be that beefy because of the need to hack apart the wooden shrine as well as the porters. That being said, I am open to recommendations.
The ones I am really concerned about are the fox and raccoon units- I fear they might be too cheap.
I don't ever plan to add other recruitable units with spell casting abilities - the fact that you have no magic using units that can use magic items in arm/head/body/feet slots is a purposeful decision.
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April 26th, 2004, 03:51 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: Mod Feedback?
1. Hmmm... that would put in par with a high damage sling then. Precision should be -3.
2. Well that shows the level of my ignorance.
3. Dragons should perhaps be set to resource 35. A high resource site could create three of them each turn and a good castle could churn out six. With the high gold cost it's no real worry but if good fortune smiles you might net 2000 gold one turn. Instant dragon army with resource of 1.
4. Protection and especially hitpoints reflect a sturdy construction with four guards better than high defence (which reflects agility, skill with weapons and fleetness of foot).
I was sort of suprised to see the raccoon and fox to be size 2 (as large as a man) and about as strong. You could make them hoburg size and strength, and up their defence a little. They will hard to hit and tie up a lot of units but have a hard time hurting armored foes.
Version 0.9 of my own mod is on its way. Seems I pulled a MOO3...
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April 26th, 2004, 04:27 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Mod Feedback?
While we are at discussing the Kmi mod :
- I was surprised to see that the Sohei were plain medium inf without any particular skill. They could have more flavor : high morale, low MR, some more fighting skill, berserk ...
They should also have base enc at 3 (foot soldier base) and not 5
- I've no problem with Dragon costing 1 res (as any "unarmored" or naturally armored unit in fact), but they are waaaaay too cheap, at 180 gp for flying mages strong as a Jotun and with crazy stats (att, def at more than 20, prec 17+ !!)
And with enc 0 they are unfatigable, really broken...
If you want them to keep that sort of stats they should rather cost 800 to 1000 gp ! . Even with stats in the 15-17 area they should cost 400-500 gp .
But they should have some slots, at least a couple misc.
The mod really needs to be balanced, but I like the theme, don't take this as harsh, scornful critic 
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