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April 18th, 2005, 06:40 AM
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Join Date: Sep 2003
Location: United Kingdom
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Re: Gygjas
Well, I will likely start that game soon then. If the spell reduction is something like "no spells above level 4", it will be easy enough to do on my own (find #researchlevel 5, replace all with #researchlevel 12, wash, rinse, repeat). Other, harder changes would be interesting too: maybe something like "double cost to all spells", for another kind of game... Hmm.
Now to the big one: compiling all item names on level 6 and 8.
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April 18th, 2005, 06:46 AM
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Major General
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Location: Crystal Tokyo
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Re: Gygjas
Quote:
Alneyan said:
Now to the big one: compiling all item names on level 6 and 8.
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Have fun, and be sure to post it when it's finished 
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April 28th, 2005, 08:13 PM
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Couple quick things...
Heya, first time poster but long time lurker here.
Unit# 682 isn't actually the ermorian standard.
668 is... at least if I'm not mistaken. I checked a base-theme Ermor and confirmed this (changed the Unit# in your mod to 668 to test).
Also... with the Ryleh land national troops a few suggestions/ideas:
Unit 971 the Hybrid Soldier: Perhaps make them more in line with the Illithid Soldiers in the sense that they get a mind blast? The Hybrid Lords get a mind blast similar to how the Illithid Lords do... it makes alot of sense to me. Otherwise there is really little point to having this unshielded, trident wielding trooper as just more "fodder" as opposed to all the many other choices that Ryleh has for this function. I suggest instead giving them mind blast like their larger and much stronger Illithid cousins and raising their gold cost to about 40(45?) or so. I think this is around reasonable considering they have half the HP of Illithids, 4 less str, 3 less prot, 1 less att, 2 more defense, 2 less size (good/bad - less food/easier trampled).
Also instead adding ambidexterity to all of the tentacled hybrids perhaps adding #bonus to weapon #85 would be the better solution? Unless I'm mistaken and this unbalances some other unit that has tentacles as well as standard limbs. Either way it makes a good degree of sense that a unit will either be humanoid and have tentacles growing out of him/her as an extra benefit... or a creature that only has tentacles as limbs. Both fit being #bonus type weapons.
Also... some of the Ryleh earlier void summons have really low attack ratings for imho no particular reason. This causes some of their special melee abilities to be virtually useless (like paralyze and steal strength) since they never will hit after they use all of their mind blasts.
#752 has a paralyze melee attack... but a 6 att.
Suggestion: Raising to 9 or 10.
#759 It's not bas enough that they're only aquatic... but they have life drain AND paralyze with a whopping 5 att.
Suggestion: raising to 10
#755 and 756 (the Otherness and Lesser Otherness) - They have a crush melee attack but a 5 att. this makes them virtually useless offensively against anything equal size or larger.
Suggestion: Raising att to 8 (reasonable increase without making them uber against same-size or larger creatures)
Also I can't find offhand the monster# of the greater otherness, but perhaps raising their att to 8 as well if you can find the #.
These are just a bunch of things I came accross that seemed rather strange/inconsistent wit the rest of the game. I know that Ryleh is really strong as is... but these are commonly under/unused or really limited unit types before the changes.
Also... may I suggest changing the kick from Chi Shoes (Weapon# 175) to #bonus as well? It seems silly that gore isn't considered into weapon length factors, but a magical kick is.
Thanks for reading all this... hope it's of some use. Thanks for all the hard work on this mod as well, so many of the changes are right in line with what I've wanted for a while now.
Resok
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April 28th, 2005, 09:27 PM
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Re: Couple quick things...
Also the pangaea national hero (Monster #540) - The White Minotaur remains unchanged.
He is now weaker than the standard minotaur lords and I'd suggest increasing his stats to perhaps +1 higher than the standard minotaur lords.
Resok
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April 30th, 2005, 08:07 AM
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Major General
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Re: Couple quick things...
Resok,
Thanks a lot for finding and noting these errors and anomalies! As for Ambidextrity versus #bonus, I think #ambidextrous command became available first, which is why I use it. But #bonus would be a better way to deal with it, so I'll make that change. And I'll look into all of your Void Summon suggestions; I never really noticed their low attack ratings before. Void Summons should be good units, and there are other ways to balance Ryleh if their changes end up making the nation substantially more powerful.
I'll put out a new revision within 24 hours or so that corrects all of them.
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May 1st, 2005, 03:32 PM
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Re: Couple quick things...
Excellent
Thanks for reading through my little list, hope that these things helped to improve the mod in the end. I really love this mod and it meshes up with alot of the thoughts and ideas I was having for modding the game. If I come across anything else over time I'll let you know.
Resok
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May 2nd, 2005, 05:16 AM
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New version out (7.50)
A new version has been released. See the readme or first post in this thread for details.
Resok, I addressed everything you mentioned, except for the Hybrid Soldier. It would be nice if they had some special advantage... but not mind blasts, which would make them much too strong, IMO, even if the gold cost was increased to 40 or 45... partly because food is one of the few limiting factors on Ryleh mind-blasting ability, and they avoid it. And partly because they should be substantially cheaper than Illithids, as hybrids of lesser races without mental abilities. I see the Hybrid Lords as a very rare "perfect" hybridization result.
Some other sort of enhancement might be OK... or possibly, giving them a mind blast attack with only 1 ammo, if I can think of a way to mod it in. Or a life-drain tentacle with a fairly low attack rating.
Thanks for your help, and I'm glad you're enjoying the mod 
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May 15th, 2005, 05:50 PM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Couple quick things...
Well, Frank,
Ulm just doesn't need many BP units or BK against indies, at least at strength <=7.
Just build Arbalests, shielded chainmail units, back them with the Prophet casting SoC and it's done ...
Still I'll have a closer look at the mod's Ulm setup.
Maybe you could also couple the mod with Zen's scale : Prod is much better with it, so it helps our tin-can builders  .
I agree that the Smith needs a random Elemental. Why are Ulm smiths so much worse than Vanheim's dwarves ?
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May 19th, 2005, 09:03 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: Couple quick things...
Quote:
PDF said:
Why are Ulm smiths so much worse than Vanheim's dwarves ?
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25% Forgebonus !
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