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February 20th, 2005, 10:24 AM
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Lieutenant Colonel
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Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Infantry Balance Mod
Hey -- great to see you back!!!
I do not know for sure but I think "mad deep ones" come from "Imprint Souls" cast on an underwater province. (Never tried it, but encountered them against an imprint-casting Arco in one game, and think that is where they come from.)
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February 20th, 2005, 02:44 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Infantry Balance Mod
Ah, thanks Endoperez & tinkthank.
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February 20th, 2005, 03:15 PM
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Corporal
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Join Date: May 2004
Location: Ohio
Posts: 133
Thanks: 2
Thanked 0 Times in 0 Posts
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Re: Infantry Balance Mod
Regeneration 1 will give the were jaguars 1% of their max hp per turn (nothing). Did you give them regeneration just to cut their battle afflictions down? If you want them to heal 1 hp per turn, you need to give them 10.
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February 20th, 2005, 03:20 PM
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Second Lieutenant
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Join Date: Feb 2005
Location: Central Illinois
Posts: 434
Thanks: 7
Thanked 3 Times in 3 Posts
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Re: Infantry Balance Mod
have you tried them? I would have assumed Regen 1 would give them 1hp/turn. Because the computer always rounds in the players favor, so .1hp/turn=1hp/turn.
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February 20th, 2005, 03:26 PM
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Second Lieutenant
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Join Date: Feb 2005
Location: Central Illinois
Posts: 434
Thanks: 7
Thanked 3 Times in 3 Posts
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Re: Infantry Balance Mod
I think Recuperation would be cool on them, because they heal wounds when they change shape!
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February 20th, 2005, 05:10 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
Posts: 471
Thanks: 23
Thanked 28 Times in 16 Posts
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Re: Infantry Balance Mod
It's #regeneration 10 - which means the unit heals 10 hit points for every 100 hit points it started with. So if you set it to 1 the unit heals 1 hit point for every 100
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February 20th, 2005, 05:29 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Infantry Balance Mod
Regeneration 1 gives .1hp/turn, which is rounded up to 1/turn. I gave them regeneration for 2 reasons:
1) To keep battle wounds down, and
2) Because were-creatures always have regeneration.
I also boosted the strength because I saw a jaguar from 2 feet away through plexiglass, and their jaw muscles are bigger than my thighs. They naturally prey on turtles and crack them open with their jaws...
That's a good point about shape-shifters being able to heal their wounds when shape-shifting occurs... recuperation might be a good idea. However, according to the description, they aren't really were-creatures except during combat (when they shed blood), as opposed to werewolves, which can shift at will. Hopefully, the slightly higher HP on the human form and regeneration of the shifted form will reduce afflictions, and the more jaguar-like strength value will allow them to harm armored units despite their lack of weapons.
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