.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
winSPWW2- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old May 15th, 2005, 05:43 PM

FrankTrollman FrankTrollman is offline
Second Lieutenant
 
Join Date: Sep 2004
Posts: 559
Thanks: 0
Thanked 4 Times in 2 Posts
FrankTrollman is on a distinguished road
Default Re: Infantry Balance Mod

This series of changes does a lot to Ulm, but a lot of it seems really counterproductive. The fact that various units have Cold, Fire, or Shock resistance is a nice trick, but since it's not consistent across the army, it ends up being very hard to plan ahead.

And the increase in resource price seems to take the BP units completely out of contention. Even with order 3 and productivity you can't afford 2 Black Knights a turn, and that means that you can't conquer neutrals in any kind of reasonable amount of time. Even a 3 turn build-up will just get smacked down by level 6 neutrals, and that's not cool. (Interestingly, you will have a big pile of money left over in a pile, not that it will do you any good).

I suggest an increased money cost (like you have it), with a decreased resource cost. And you should make the resistances on all the BP units the same. The setup in which your axemen are resistant to one thing and your hammermen are resistant to another and your guardians to still another is a non-starter.

The problem with Ulm is that they can't get a big pile of BP units in fast enough to take territory fast enough to actually make their "good" units matter. They need a random elemental pick on the Smith, and they need a reduced resource cost on the BP units. Until they get that, it almost doesn't matter what their units have and do.

Although on that score, is there any reason why BP units shouldn't just use actual BP? The whole impetus for having them use inferior BP has always been lost on me.

-Frank
Reply With Quote
  #2  
Old May 24th, 2005, 09:01 PM

Ironhawk Ironhawk is offline
General
 
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
Ironhawk is on a distinguished road
Default Re: Infantry Balance Mod

Quote:
FrankTrollman said:
Even with order 3 and productivity you can't afford 2 Black Knights a turn, and that means that you can't conquer neutrals in any kind of reasonable amount of time. Even a 3 turn build-up will just get smacked down by level 6 neutrals, and that's not cool.

After just having finished a game with SC's mod while playing Ulm, I can tell you that Black Knights are not the initial way to go vs indies. Just use about twenty or so of the ultra-heavy morningstar inf and you are ready to rumble. Which, by the way, can be done - given your starting force and a turn or two. Once you have all the provs surrounding your capital captured (for the production boost) then you can begin building BK's for your 2nd indy-killer force.

Additionally, its the choice of castle, not prod scales that effects production most. So as Ulm, in any non-blitz game, you would want to pick a Wizards Tower, since it is cheap/fast to build and has good production. This allows you to ramp up the total production of your empire far more than any prod scale. The only nuisance is that you have to muster your troops from many forts (easy for BKs, hard for footsoldiers)

Quote:

They need a random elemental pick on the Smith
Iron Faith


Quote:
PDF said:
Just build Arbalests, shielded chainmail units, back them with the Prophet casting SoC and it's done ...
PDF, how can you suggest to anyone that Arbalests be used? Ever? Thier rate of fire is so terrible as to make them usless. Unless thier accuracy or ROF has changed in the latest version of the mod?
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 01:18 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.