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October 28th, 2006, 09:29 AM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
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Re: Conceptual Balance (Discussion)
We do get Small Bows now...
And Bakemono Archer's usefulness isn't related to the power of their bows but the sheer affordability. Cheap price = Volume of fire + easy acces to Flaming Arrows = Mass Destruction.
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 28th, 2006, 12:45 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
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Re: Conceptual Balance (Discussion)
I havent read thru all of this thread but...
my peoblem with balance mods is that they tend to balance toward one persons playing style. One persons balance of Pangaea is to make it more like LA Ulm (armored, using more resources, more able to fight an Ulm army of equal size) while if I were ever interested in "balancing" Ulm to Pangaea Id make it less armored, less use of resources, add more stealth and give them flying units.
But Zen has done great work in the past so I will wait and see what comes from this.
Gandalf Parker
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 28th, 2006, 12:49 PM
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Lieutenant General
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Join Date: Sep 2003
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Re: Conceptual Balance (Discussion)
Another thing is that EA Van/Hel units should propably cost more resources, at least Helhirdlings. IIRC those units even use magic armor, so it could be even justified (other than them being too easily massable now).
And Ulm, hmmmm, I think the randoms on the smiths should be 25% instead of the 10% we get now. Ulm is not supposed to be a mage power, but even in the rank of mago-phobic empires (LA Man, Marignon etc etc) they are really weak on the mage departament and while the randoms are interesting the 10% chance to get them is a consolation prize. I'd add capital only Grandmaster Smiths who get a 100% random, but that's just me. 
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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October 28th, 2006, 01:26 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
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Re: Conceptual Balance (Discussion)
This might warrant a separate thread, but there are commanders with special default ranged weapons that they lose when equipped with melee items. I'd like to see the #bonus tag added to the Lord of the Summer Plague's Plague Bow and to the Harbinger's Horn, so that they are not forced to use "fist" in melee if we want them to use their ranged weapon.
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In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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October 28th, 2006, 02:21 PM
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First Lieutenant
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Re: Conceptual Balance (Discussion)
Quote:
Reverend Zombie said:
This might warrant a separate thread, but there are commanders with special default ranged weapons that they lose when equipped with melee items. I'd like to see the #bonus tag added to the Lord of the Summer Plague's Plague Bow and to the Harbinger's Horn, so that they are not forced to use "fist" in melee if we want them to use their ranged weapon.
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This is something I will be doing as well. There are a number of commanders with wierd slot problems. They are easy enough to fix.
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October 28th, 2006, 04:43 PM
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Second Lieutenant
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Join Date: Jan 2004
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Re: Conceptual Balance (Discussion)
Quote:
Zen said:
This is something I will be doing as well. There are a number of commanders with wierd slot problems. They are easy enough to fix.
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In that case it might be good to report those slot problems in the bug thread as well.  I'm sure that some of them have been reported but many more bugs of that type (and some of them definitely qualify as bugs, not preference) come to the surface when one systematically mods a game than arise in random bug reports. Doesn't guarantee that the dynamic duo of amateur developers will actually fix it, but who knows? 
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When I said Death before Dishonour, I meant alphabetically.
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October 28th, 2006, 05:19 PM
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Brigadier General
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Join Date: Oct 2006
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Re: Conceptual Balance (Discussion)
Also, remember that along with doing huge AoE1 damage pillar of fire can set many other units on fire.
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October 28th, 2006, 05:58 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Winnipeg, Canada
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Re: Conceptual Balance (Discussion)
Here is a suggestion for improving light calvary. It makes sense that light calvary has lower precision values. But because they are on fast horses they should also be a lot harder to be hit by arrows in return. The easiest way to do that would be to give them an automatic air shield. If there defense isn't high enough, that could get raised as well. Light calvary then would still be less effective at straight archery then archers, but at the same time they would be much harder to kill. Plus they have the speed advantage. You would be able to do hit and runs with them, and use them as light calvary are meant to be used.
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October 28th, 2006, 02:34 PM
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Captain
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Join Date: Sep 2004
Location: France
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Re: Conceptual Balance (Discussion)
A general impression about magical balance : with the new spell ranges, size of armies etc... Elemental magic (except earth thanks to summons in addition to good battle spells) has become weaker outside of spells affecting the entire battlefield (which cost gems and generally need old mages to be used... and old fire mages don't last long). I don't know if it's bad for the balance between nations or a part of a new one, but my impression is : having earth or death magic is more useful than fire/water/air with the dom3 settings as common artillery spells don't have the same power (fewer/more expensive mages against bigger armies) and all magics have good end game battle spells. Also water with quickness and clam hoarding nerfed may need more utility for non-cold non-aquatic nations (Ct'is miasma ie... the former kings of quickened skeleton-spaming  ).
Don't know if I'm right and if it's worth doing lots of changes at this stage (to wait for some finished big games is probably better) but making the death(+astral) and earth good battle spells harder to cast may make the paths giving fewer summons more attractive (or perhaps making the rare fire and air summons better/cheaper) ; and water magic desserves some attention too.
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October 28th, 2006, 02:22 PM
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General
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Join Date: Nov 2000
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Re: Conceptual Balance (Discussion)
Quote:
Gandalf Parker said:
I havent read thru all of this thread but...
my peoblem with balance mods is that they tend to balance toward one persons playing style.
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Well, one thing to remember is that it's almost always possible to force somebody to have to deal with your large, powerful army. Siege a castle, and unless they break the siege, they'll lose that castle, and give you a recruiting centre right in their empire. If a nation can't deal with a frontal assault by the troops of another nation, there's likely a balance problem, as you can't guarantee that every battle will be fought on your terms.
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