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November 11th, 2006, 02:45 AM
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Corporal
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Join Date: May 2004
Location: Ohio
Posts: 133
Thanks: 2
Thanked 0 Times in 0 Posts
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Re: Conceptual Balance Mod 0.91
Crude shortbows don't display arrow animations, they just deal damage.
I've been testing more and I think it's more a problem with raise dead than raising the cost of skeletons. Even in the vanilla game, mages will cast it when there are no corpses to animate. Perhaps it should be removed until it's fixed.
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November 11th, 2006, 03:47 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 0.91
Quote:
Ighalli said:
Crude shortbows don't display arrow animations, they just deal damage.
I've been testing more and I think it's more a problem with raise dead than raising the cost of skeletons. Even in the vanilla game, mages will cast it when there are no corpses to animate. Perhaps it should be removed until it's fixed.
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Ah, seems I forgot to set the arrow sprite for the bows.
I'll report the raise skeletons issue to illwinter, I think they heard it before but sometimes bugs get buried and forgotten.
Thanks for the testing and issue finding, this was the reason I released the early mod version in the first pace.
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November 13th, 2006, 06:43 PM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
Posts: 596
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Re: Conceptual Balance Mod 0.91
* My first idea for fixing light cavalry is to find a new role for them that they aren't useless at. I think part of the problem is that cavalry don't really "work" in dominions like they did in reality, the mobility advantage is not used on the battlefield that much as the cavalry will stand and fight in melee like any other troop, the only benefit is that cavalry have a better chance to get to an interesting part of the fight before the bog down. Perhaps their defense value could be increased to reflect the difficulty of hitting troops who are supposedly riding around at high speed (sort of a counterpoint to the heavy cavalry's protection-oriented combat approach). I'd also consider a pillage bonus to reflect their raiding/harassing capabilities or stealth +0 to reflect their "armed recon" abilities. But, stealth might be too strong.
* I'm not sure of the gameplay benefit of making independent commanders poor leaders. This just increases micromanagement by forcing players to allocate commander production slots to national leaders and/or use more commanders just to haul troops from place to place. I don't see that troop shuttling is a good place to focus MM resources.
* Will the mod eventually tweak other gods besides those used for blesses? Some of them sort of need it.
* With SCs weaker, it's hard to come up with a good role for titan-style pretenders other than blesses.
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November 14th, 2006, 04:17 PM
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Sergeant
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Join Date: Sep 2003
Location: The Urban Wilderness
Posts: 258
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Re: Conceptual Balance Mod 0.91
I'd like to stress how badly the vine arrow bug screws things up. When a single N1 mage can decimate dozens of heavy infantry with each casting of a lvl 1 spell (14+ damage each round in a HUGE radius), there's potential for a lot of abuse.
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November 30th, 2006, 09:42 AM
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First Lieutenant
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Join Date: Jan 2004
Location: Berlin, Germany
Posts: 790
Thanks: 7
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Re: Conceptual Balance Mod 0.91
I found a bug:
The mod changed the costs of all dragons to 75 (from 50). But when clicking on a dragon i only lose 50 points.
I think it depends on the human form which is used AFTER the click. Maybe you have to change another id, not only the dragon(picture) id.
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November 30th, 2006, 04:00 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Conceptual Balance Mod 0.91
Quote:
calmon said:
I found a bug:
The mod changed the costs of all dragons to 75 (from 50). But when clicking on a dragon i only lose 50 points.
I think it depends on the human form which is used AFTER the click. Maybe you have to change another id, not only the dragon(picture) id.
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I think that's it. As with the Super Mario pretender, the many forms of the same pretender should have same pathcost, starting dominion and point cost.
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December 1st, 2006, 12:08 AM
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Corporal
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Join Date: May 2006
Posts: 74
Thanks: 0
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Re: Conceptual Balance Mod 0.91
Did you intend to remove Van cavalry as a recruitable troop type for Middle Age Vanheim with your mod?
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