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

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- 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 September 30th, 2005, 12:40 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

Quote:
Chazar said:
Thanks! We will use it now!

A Question: Balance is a tricky thing, so I would like to know the mod's makers opinions on the game-settings on which this balance mod was evaluated. Did you balance with respect to default settings? Or with resepect to the popular MP game settings (i.e. high independent strength, increased magic site frequency, etc.). Well, I don't want to discuss what is perceived as popular, so what are the setting for
  • Magic Site Frequency
  • World Richness
  • Map Size
  • Research difficulty
  • Independent Strength
which were predominately used for working out this mod? What are things to consider when altering those with respect to this mod? (...and please do not tell me to use whatever I prefer, I do anyway, but I just seek help to estimate the consequences beforhand).
Well, I honestly can't think of any settings you might choose that would really upset balance. The only thing that might qualify is magic sites below 20-30, otherwise blood gets very strong.

If you really want to know what the settings were of most test games with it, though:

Indy 6
Normal World
Normal Research
Default Sites
Smallish world (Urgaia, Aran)
Reply With Quote
  #2  
Old September 30th, 2005, 02:08 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

These modifications should work out really well in larger games as well, especially if larger maps use site frequency between 25 and 35. PErsoanlly, I prefer indy strength 7, but I play a lot of games vs the AI. Right now Kaljamaha and I have a v3.0 co-op Ulm-Vanheim game on the small Faerun where Marignon and C'tis are running all over the map and one of them might very well win the game because of the province victory condition.

Edi
Reply With Quote
  #3  
Old September 30th, 2005, 02:09 PM
Morkilus's Avatar

Morkilus Morkilus is offline
Major
 
Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
Morkilus is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

I've been trying the new mods (combined version) in anticipation of getting some MP in some time, and figured it would be good to practice using them. I came across something odd though... I can't find out why the Winged Shoes now require water gems. Is this a balance issue, or a bug? Or am I out of my mind? It kinda doesn't make sense thematically, anyway. I'm using the Odin-guy as my pretender, so I'm not huring for flying... but still...
Reply With Quote
  #4  
Old September 30th, 2005, 02:13 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

That is certainly a bug, they should take two air.
Reply With Quote
  #5  
Old September 30th, 2005, 02:17 PM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

Is it supposed to be 2 Air, as in 10 gems and Air 2 requirement, or 2 Air, as in 2 times 1 pick of Air, 10 gems and Air 1 requirement?
Reply With Quote
  #6  
Old September 30th, 2005, 02:22 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

Quote:
Endoperez said:
Is it supposed to be 2 Air, as in 10 gems and Air 2 requirement, or 2 Air, as in 2 times 1 pick of Air, 10 gems and Air 1 requirement?
Air 2 requirement. The other way was simply too weird and did not fit with all the other magic items.
Reply With Quote
  #7  
Old September 30th, 2005, 02:23 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

It's supposed to be air 2, 10 gems. The problem with the mod is that it says #mainpath 2 when it should say #mainpath 1 (the numbering beginning at 0 for fire, 1 for air and so on). Incompetent of me to have missed that when I did the readme...

Edi
Reply With Quote
  #8  
Old October 1st, 2005, 04:11 PM
Morkilus's Avatar

Morkilus Morkilus is offline
Major
 
Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
Morkilus is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

So I changed "#mainpath 2" to "#mainlevel 2". Should this make it do what was intended? I figure the path should be default. This is my first (mod)ification, so sorry if I sound n00bish.
Reply With Quote
  #9  
Old October 1st, 2005, 04:18 PM
Morkilus's Avatar

Morkilus Morkilus is offline
Major
 
Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
Morkilus is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

Uh, I understand why the Wraith sword has no strength added (since it's ethereal and everything), but doesn't 1 attack power make it completely nerfed? I guess if lifedraining was completely bah-roken in the game, it makes sense to obliterate it, if that was the intention. I'd hate to make one without knowing it was completely useless.
Reply With Quote
  #10  
Old October 5th, 2005, 01:36 PM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: Conceptual Balance Mod 5.0

Re Flying boots up to A2 : this is IMHO a very bad decision : to me it's not a balance issue if everyone and his mother gets cheap Flying Boots, it will become one with a mod that restrict them this way..
As a result, only the already-powerful Air nations will have easy access to Flying Boots, letting the other ones on the ground, whereas they're already lacking from less mobility !!!

I'm sad to say that, but it looks like this mod is going overboard : Magic items mod makes useful stuff get nerfed whatever the balance effect is, and practically nothing gets any better.
Yet real balance issues are either not really addressed (ID/AD and Bane Lords still dominate mid-late game, still noone never summons crap-drakes), or even worsened (ah the Vine Ogres are *better* now !! Get the factory rollling !!)..
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 03:26 PM.


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