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March 23rd, 2005, 11:38 AM
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First Lieutenant
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Re: Drain Life
Quote:
Now the question in my mind is: how badly should summons beat national troops? Currently national troops get pretty spanked.
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I agree, that is the main issue here. Then again, I don't think its fair to compare a group of heavy infantry to some summoned troops. Most likely there will be mages on both sides, etc. But then it is really more difficult to balance. Still, I think some of the mods are really doing a good job at keeping national troops a little more viable.
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March 23rd, 2005, 01:56 PM
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First Lieutenant
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Join Date: Jul 2004
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Re: Drain Life
All I can say is "Zen rules". I think he has done a truly remarkable job with his spell mod. I wish more people would play it.
Just make a quick mod that nerfs hoarding items (and maybe life drain), use Zens spell, scale and pretender mods, play on small, crowded maps with very difficult research, and I think youll find the game quite balanced and quite fun 
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Every time you download music, God kills a kitten.
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March 23rd, 2005, 02:08 PM
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Major General
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Re: Drain Life
So it boils down to the fact that province sizes where greatly cut down in Dom2 vs. the standard Dom1 maps. I can remember getting provinces or 20k pop easily, but in Dom2 you'll have 15k pop with a grassland province (which takes a big -50% ressource hit for being grassland). Most other provs are 4k-8k size.
Less pop means less ressources and less supply. (add to that the change supply generation from castles..)
But units costs where never adjusted to fit this!
I'm running my SP games with +50% ress/richness and +200% supply and with diff research since these things are moddable and have had whole lot of fun, even with only normal AIs ... .
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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March 23rd, 2005, 02:34 PM
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General
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Re: Drain Life
The total amount of gold in the economy was cut to less than half the amount in Dom1, so a simple change would be to double the amount of gold produced, while leaving resources alone via a mod.
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March 23rd, 2005, 06:50 PM
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First Lieutenant
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Re: Drain Life
Yes, Zen Rules!
Just an update. I've had a few requests to finish my mods (I don't feel right sending out betas)
I plan on doing so in the next week or so (don't quote me).
I have split the Spells mod into two sections that can easily seperate out what some might feel are unneeded changes. One section will be the actual Spells, the other will be Summons.
Look for that one soon. I also have a slight update on the Pretenders (it seems to have been widely accepted).
The reason I bring this up, is because in the Nation mod, not only do I change alot of units (I'm a little reluctant to release parts of it since Cherry modified some in the same fashion I was and don't want to detract from SC's mod).
There are certain moddable things in the game and others unmoddable. You can't make a great divergence in the gold in Dom2 because you cannot mod (and I have a feeling will not be able to in the future) fortresses. Because of this, you cannot modify the gold of the entire game without dramatically shifting the balance of castle placement for carpet castling. While you can at the same time argue that the castles can be defeated easier because of more troops, it doesn't change the "annoying" factor of dealing with an entire map of castles. I don't think making a mod that can only be played with VP's is a good way.
So in the Nation mod I have modified the supplies to 150% of normal as well as Resources. This creates a real feeling of armies clashing, while not rendering certain scales effects useless (Growth for example, could take Death 3 and still field a fairly decent army with Wineskins).
Just my thoughts. Also, rendering certain spells uncastable (like say, Drain Life) so you are required to have the item, use the slots to use the spell (Like a Standard of the Damned) really changes the dynamic of the game.
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March 23rd, 2005, 11:48 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
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Re: Drain Life
Quote:
The_Tauren13 said:
All I can say is "Zen rules". I think he has done a truly remarkable job with his spell mod. I wish more people would play it.
Just make a quick mod that nerfs hoarding items (and maybe life drain), use Zens spell, scale and pretender mods, play on small, crowded maps with very difficult research, and I think youll find the game quite balanced and quite fun
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Hey that sounds like the faerun game that Soapy ran. It was quite fun. Sadly I made a couple of booboo's in the mod ( Clams used fire gems and growth was too powerful ) but it worked out pretty well.
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March 23rd, 2005, 11:51 PM
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First Lieutenant
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Re: Drain Life
One additional difference was that battlefield spells ( wrathful, etc ) were made very hard to cast. I'm very happy with that change. Hopefully Zen will make wrathful and it's ilk as difficult to cast in his mods.
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March 24th, 2005, 01:18 PM
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Second Lieutenant
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Re: Drain Life
I've always wondered what would happen if every spell in the game changed so that its (total) path cost would equal the level at which it was researched.
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Scott Hebert
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March 24th, 2005, 02:18 PM
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First Lieutenant
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Re: Drain Life
Scott,
I know you are into rubrics but I don't think that is a good one. A number of spells are powerful at the higher levels only due to their low path requirements.
It would be a fine rubric if you moved the levels of tons of spells though.
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March 24th, 2005, 02:23 PM
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Second Lieutenant
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Re: Drain Life
That might be a part of it.
However, the suggestion would certainly 1) make the research levels actually mean something, 2) make racing up the research tree not necessarily a winning proposition, 3) make high-level magic a pick-and-choose proposition, instead of an instant-win proposition.
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Scott Hebert
Gaming Aficionado
Modding Beginner
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