|
|
|
 |

June 18th, 2004, 11:47 AM
|
Sergeant
|
|
Join Date: Apr 2004
Posts: 229
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Golden Age Arcoscephale
#modname "Golden Era Enhancement Mod"
By Peter Grauer aka Blitz
#description "This mod gives strong enhancements to Golden Era Arcoscephale, as well as the Arcoscephale national pretender, the shedu"
#icon "./empbanner.tga"
#domVersion 2.12
List of Changes (old values in brackets)
Wind Rider
- Awe +1 (0)
Myrmidon
- Cost raised to 18 (15)
- Morale boosted to 15 (13)
- Attack raised to 12 (11)
- Defense raised to 12 (11)
- Hit Points raised to 13 (12)
Myrmidon Champion
- Cost raised to 40
- Hit points raised to 15 (14)
- Morale Boosted to 16 (15)
- Attack raised to 13 (12)
- Defense raised to 13 (12)
Wind Lord
- cost raised to 400 (175)
- Awe +1 (0)
- Air magic level 2 (0)
Skeptic
- Stealth raised to 10 (0)
Shedu
- Encumberance lowered to 3 (4)
- Defense raised to 18 (10)
- Dominion raised to 4 (3)
- Protection raised to 15 (9)
#selectmonster 661
#enc 3
#def 18
#prot 15
#startdom 4
#end
#selectmonster 1077
#gcost 18
#hp 13
#mor 15
#att 12
#def 12
#end
#selectmonster 1071
#stealthy 10
#end
#selectmonster 1076
#gcost 40
#hp 15
#att 13
#def 13
#mor 16
#end
#selectmonster 1075
#gcost 400
#magicskill 1 2
#awe 1
#end
#selectmonster 1074
#awe 1
#end
|

June 18th, 2004, 11:52 AM
|
Sergeant
|
|
Join Date: Apr 2004
Posts: 229
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Golden Age Arcoscephale
Took me an hour. Since you can't post file attatchments in this forum, I just pasted the modfile. Just copy it and paste into a textfile. Rename the textfile to goldenera.dm and place it in your \mods directory. The banner points to the banner from the empowerment mod, so if you want that picture download that mod.
I'm gonna email the beta of the mod to gandalf, and maybe he can put the zip on http://www.dom2minions.com/ until it's in a reasonably complete form, at which point I can send it to Illwinter.
Enjoy.
|

June 19th, 2004, 01:22 AM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Golden Age Arcoscephale
Shedu was dramatically increased. I'd like to read your comments on it too. The ones about Golden Age were a nice read, but I can't comment them. I'm not experienced enough to see how good a unit is without testing it in battle first.
|

June 19th, 2004, 01:54 AM
|
Sergeant
|
|
Join Date: Apr 2004
Posts: 229
Thanks: 0
Thanked 1 Time in 1 Post
|
|
Re: Golden Age Arcoscephale
Quote:
Shedu was dramatically increased. I'd like to read your comments on it too. The ones about Golden Age were a nice read, but I can't comment them. I'm not experienced enough to see how good a unit is without testing it in battle first.
|
Well the main limitation of the Shedu remains... that you only get head and 2 misc slots. In order to make him into a viable SC choice you have to take 5 more levels of astral (to combat magic deul), then at least level 3 earth. He can't use any lifedrain weapons, and as a trampler they aren't too useful anyway. He'll never be able to wear boots of quickness or jade armor, so if you want him hasted you need to pay 80 design points for water 1. He's never going to be a world-class SC, so increasing his combat statistics really only enhance his value as an early-game trampling expander.
The armor bonus is redundant with stoneskin, which is available early, and castable with his base chassis. The defense value is definately big, as is boosting his domain to the highest level. However, I doubt these abilities offset the drawbacks of less equipment slots.
In comparison, the Virtue...
- Has the same path cost, and costs 75 points less.
- She (now) has the same dominion, as well as two excellent abilities (lightning resistance/Awe 4!!).
- She only has level 2 air, rather than two paths, but this since he's 75 points cheaper on an 80-point chassis, getting a second path (of your choice mind you) costs you only 5 points more than what you would have to pay for a Shedu.
- She has a full compliment of equipment slots, and comes standard with a nice flambeau
On the flip side the Shedu is a beast at 230 hit points. However, I think you would find him to be limited as a lategame combat SC... however I think he would do quite well as a caster SC, similar to a monolith. When you compare him to other (non crappy) national pretenders, I think he's still strictly second-tier. The Nataraja is clearly superior (and available to Arcoscophale). The Allfather (at the same cost mind you) is clearly superior. The Carrion Dragon (50 points), is in another class. Now he may be comparable to other national choices such as the Jade Emperor or Mother of Tuathas, two similarily priced national pretenders.
However, by maintaining his 80-point paths and limited item slot compliment, it's almost certian that he'll never completely excel at either fighting or casting. At this point he'll make a good expansion aid for the first few turns, then probably retire to the library to make golems... showing up to cast a few big spells in the more important battles. I actually considered lowering his price (to 50), or his path cost (to 40) in addition to raising his combat values. Limiting his item slots has a crippling effect on his overall usefulness... given these severe restrictions on usable items, he has to be great in other areas. Maybe filling the "early trampler, lategame golem maker" niche will be enough... but somehow I doubt it =).
I'm open to suggestions on how to make him somewhat on par with the better avatars available to Arcoscephale... namely the Virtue, Nataraja, Lady of Fortune, Prince of Death, and Ghost King. Since Arcoscephale has access to all of the non-unique avatars that I consider in the top tier... you have to make the Shedu one of the best pretender gods in the game, or else regardless of his strength he's not going to be used since Arcoscephale has such diverse choices in this area. How to accomplish that while maintaining the general idea Illwinter had for the Shedu (trampling flier, limited magic, no item slots), is the question. He was already the highest hit point, non immobile pretender in the game (tied with the kraken, which was aquatic and of course dosen't fly). Even as a flying, durable, trampling chassis with magical paths in both astral and earth, he saw limited or no use. This speaks volumes about the power of items in this game.
[ June 18, 2004, 13:24: Message edited by: Blitz ]
|

June 18th, 2004, 03:24 PM
|
Sergeant
|
|
Join Date: Oct 2003
Location: Blacksburg, VA, USA
Posts: 274
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Golden Age Arcoscephale
Why not start the Shedu with Astral 3 Earth 3, instead of 1? Let him be strong in those paths since he will pay dearly to have any others (and you're pretty much forced to buy Astral pretty high anyway to protect against Magic Duel). He already has a high base point cost, why doesn't he get anything much for it?
Limited magical versatility and item use is still a bit of a problem, but he can now much more cheaply get a level of magic power that can make him a contender on the battlefield doing something like Power of the Spheres, Summon Earthpower, Blade Wind x3. Compared to other battlefield mages he is pretty tough even without casting defensive buffs. So once the usefulness of body ethereal, stoneskin, attack rear is exhausted, he can start standing behind bodyguards and troops and casting powerful spells over them.
Oh, and those chariots that are so crappy? Not once the God casts Legions of Steel/Marble Warriors and Will of the Fates on them... Riches from Beneath will offset the problems of a mandatory sloth dominion, if you can afford it.
As for Golden Age: I like the idea of myrmidons being more of an elite unit in skills/morale. They may not have modern equipment but they can fight like the heroes of old  Awe on the wind riders seems cool too - and they *are* more expensive than Valkyries for little benefit. And I agree that Golden Age needs something magically to make up for the loss of the Astrologer, although I don't know what. Stronger or cheaper Mystics, a new mage, or maybe an arch-priestess with Nature 2 Holy 4 (making them a strong-priest nation)?
Hmm, I just had an idea. Give them the three Metal Adepts as capitol-only mages (perhaps a new capitol site, Metallic Tower?). They're astral and elemental, so they don't do anything a Mystic couldn't theoretically get; but they give you more predictability of what elements you get. Plus two of their elements are air and earth, which Golden Age Arco gets gems for. Best of all it requires almost no work to implement because the units already exist 
__________________
People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
|

June 18th, 2004, 03:48 PM
|
Second Lieutenant
|
|
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Golden Age Arcoscephale
Um, yikes. I think you guys have missed the point of GE Arco.
Asking why the units suck is like asking why Mictlan's units suck. Units aren't supposed to be GE's focus.
They lose the Astrologer, they gain the Philosopher. Both capital-only, with different foci. Oh, yes, they're not THAT much better than Sages... but no one gets Sages, do they? They're _clearly_ the best researchers in the game. No, they're not much good for anything but researching, but it's not like they'll be doing anything else.
They also have better access to Crystal Coins, so the loss of the Astrologer isn't so bad.
Clearly, GE Arco is supposed to be a magical powerhouse. Their units suffer by comparison.
And I'm not even going to touch the Shedu changes, except to say that you're wack. Not even immobile Pretenders get what you're suggesting the Shedu can get.
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
|

June 18th, 2004, 04:17 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Golden Age Arcoscephale
I don't find GA Arco a weak theme overall, but I agree the wind rider needs something like awe to make it worth it.
The Shedu seems very weak at the moment, but I would just lower the point cost, and/or make it two earth two astral.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|