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May 5th, 2007, 04:18 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Thanked 33 Times in 31 Posts
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Re: Avernum, The Awakening v1.0 UPDATED
Looks very, very nice!
[img]/threads/images/Graemlins/Bug.gif[/img] However in 3.08, it is suffering from the two-headed bug from explicitly setting the unit slots based on the incorrect values in the mod manual, which now correctly end up with you getting two heads if you enter that number.
[img]/threads/images/Graemlins/Bug.gif[/img] The half helmet on the Avernite units isn't working.
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May 5th, 2007, 05:17 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Avernum, The Awakening v1.0 UPDATED
Yeah that 3.08 itemslots dealie means I'll have to update pretty much all of my mods.
Thanks for the bug report - keep them coming :]
Foodstamp - if you think that the nation is /over/powered rather than just powerful, then we have a problem and I'll need to go through the balance again. I thought that making the Crystal Souls cost 500 would make pearl hoarding with them at least slightly difficult, but maybe I need to either whack the cost up even more or otherwise hose them off a bit (maybe nix their research value).
The trog khazi is perhaps a bit underpriced. They have a cost left over from when they were somewhat weaker. Khazis in Exile were tough as all getout, so I think what I need to do is pump up their cost, particularly given the astral pearl economy you can get going with this nation. I might give them a random of fire/water as well, just for the fun blood summons - though this would be reflected in the updated cost.
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May 5th, 2007, 06:28 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Avernum, The Awakening v1.0 UPDATED
Actually I did not think the nation was overpowered. I just thought that the one trog caster was underpriced. This nation IS very easy to gem horde with. Even with order 3, sloth 2 I was able to turn out Crystals every turn after a certain point, and I was still able to grab casters every turn because I had researched Thaum.
I think the nation is a lot of fun, and balanced enough imo. I found this nation to be fairly weak when expanding early, it had an average/above average mid game, and a very powerful late game.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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May 5th, 2007, 06:53 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Avernum, The Awakening v1.0 UPDATED
Hmm. One way of stopping that might be to increase the resource cost of the Crystal Souls, making it hard to make one every turn, especially if you want to crank out national troops.
When I play with them I spam a lot of troggies too - that's what they're there for. They make really solid heavy infantry, although they tend to get ruined with afflictions after a few battles.
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May 5th, 2007, 10:05 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Avernum, The Awakening v1.0 UPDATED
The next version will be up tonight.
1.1 will fix the bugs you mentioned and sort out all the itemslots making Avernum 3.08 compatible.
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May 5th, 2007, 12:25 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Avernum, The Awakening v1.1 UPDATED
Updated, check the first post for details.
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May 5th, 2007, 12:30 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: Avernum, The Awakening v1.0 UPDATED
Sorry if its been mentioned already but trog defenders dont have shields which they have in their pictures.
ps: try an S9N4 bless and heavy scales. Your vahnatai warriors work great with it(they can survive just long enough for their shurikens to decimate the enemy) and later on when you combine vahnatai warriors with trog defenders(hence the n4 bless to combat afflictions) you have a very strong army with great survivability and offensive power. You also have a very powerful late-game pretender, good scales and an army with great MR.
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May 5th, 2007, 12:39 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Avernum, The Awakening v1.0 UPDATED
Ok I'll reupdate the file giving the trog defenders shields momentarily. Hold to download until then.
It doesn't deserve a new version number just for that though ;]
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