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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

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  #1  
Old February 23rd, 2005, 08:33 AM
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Arralen Arralen is offline
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Default Re: Infantry Balance Mod

There's one little problem with this mod:

It's totally incompatible with lots of others, nation-specific mods. There are some units which are changed in multiple mods, and which changes take precedence seems to be random !?


So I would suggest to make it an "indie troops mod", and incorporate some indie commanders/mounted troops as well, which maybe need some reworking, too. (E.g. mounted archers)
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Old February 23rd, 2005, 03:32 PM
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Default Re: Infantry Balance Mod

IIRC missile precision is changed via #att command.

Other than that and the fact Arralen noted above, great work!
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Old February 24th, 2005, 12:32 AM

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Default Re: Infantry Balance Mod

I'm a little confused. Many of you don't seem to like unshielded militia and I'm just plain surprised. Those things are great. Not a mainstay in the army or anything, but great nonetheless.

You take your militia and break it into groups of 1 and hang them in the front of the army distributed up and down the battlefield. About three of those should make the enemy crossbowmen lose an entire turn (which is actually 2+ turns of the battle) if they are set to "fire closest" - and most neutrals are set to "fire closest" by default.

For 21 gold and 9 resources you can take a province losing only that crap militia. And Slingers are even better, because they count as Archers and will be targetted for death if your opponent is set on "Fire Closest" or "Fire Archers". Some of those crappy naked dudes can give you a serious advantage in archery duels. If you back those losers up with some real troops you can get big enemy archer piles to shoot at your skirmishers.

That and the use as siege bodies (and Fires from Afar soakers) makes those guys eminently worth while when there's nothing better that you can afford resource wise. And sometimes even if there is.

-Frank
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Old February 24th, 2005, 03:20 AM
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Default Re: Infantry Balance Mod

That's a use for a tiny number of the units to confuse the tactical AI... they have no use in bulk, and no "real" use in small numbers, except for castle sieges (and FFA targets).

Even when you can find a use for them, there's always another unit that is better or more cost effective. Unshielded militia die with the first volley, while shielded ones often last several volleys! However, that's really the best place for your diseased / crippled / blind shielded HI - as long as they do not engage in melee, they will generally survive through the battle and be reusable. Arrows are virtually harmless to shielded HI...
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