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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old June 30th, 2007, 10:11 PM

Sombre Sombre is offline
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Default Re: Skaven Nation. Warhammer based.

Which specialists were you thinking of? The night runners and gutter runners?

I'm currently having a think about summon allies and how to best balance it, but I will say that choosing to ignore research and go for summoned allies is supposed to be an option with this nation (at least on micro scale) but it shouldn't be an easy choice to go for the allies. If it is currently, I'll have to change things. One thing I've already decided for the next version is that Rat Ogres, Globadiers and Warpfire Throwers will have a high(er) upkeep cost that will be mentioned in their description and make them less of a bargain when 'free' summoned.

If I have to keep them as gem summons only, I'll fiddle around with the spells to cast them and make them so they're still fairly low research level and must be massed by using several casters, with a higer research level of the spell massing them more efficiently. Comparing them to fire drakes doesn't make sense though - who actually summons fire drakes at that gem cost?

The Moulder Packmaster's cost will be up in cost next version. Giant Rats do pretty much suck and run away after a few casualties though.

The Plague Priest's scepter will be changed. I'll give him decay on it probably.

Thanks for the feedback and glad you enjoyed it. Future versions should be much improved, as with all my mods.
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  #2  
Old July 1st, 2007, 07:20 AM

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Default Re: Skaven Nation. Warhammer based.

After a bit more testing and playing around, I've made some changes which will be in the next version.

Chieftan - Now only summons slave allies. The autosummoned clanrat was making him hard to use as a scout and was a bit odd.

Warlord - Now only summons clanrat allies, no 1 autosummoned stormvermin per month.

Packmaster - Now summons 4 and not 5 giant rats. Price slightly up, chance of blood magic slightly up.

Master Moulder - Now summons only one Rat Ogre ally, but is magically improved to encourage a bit of blood use.

Plague Priest - No more plague weapon. Slightly improved magic chances. Summons 3 not 4 plague monk allies. The Chantor also has slightly improved magic chances.

Warlock - No more summon allies. Slightly cheaper.

Warlock Engineer - No more summon allies. Slightly cheaper.


I have changed the summong spells so warlocks and engineers can summon either small groups of globadiers/warpfire throwers or larger groups, depending on skill. This should encourage gem gathering and research.

I have also added a new summon for pestilens plague priests - Pestilens Plague Rats - you get 3 of them for 5 death gems, they look identical to moulder giant rats, but they have a secret payload - a plague inflicting bite attack. Mix them in and surprise your friends ;]

There are two new combat spells - warp lightning and the more powerful 'powered warp lightning'. These are low level, easy casting requirement spells that do high damage. The problem is the need 1 and 2 earth gems respectively and are very unreliable.

I've also added in the screaming bell with a placeholder graphic, as a construction summon at level 8. It's pretty badass, but the balance might be way off and the graphic doesn't look too good.

I've actually decided I like the warlock and engineer graphics, so I'll just clean them up a bit and they'll stay roughly the same in future versions. Not sure about the chantor.

I'll upload 0.3 after a bit more testing today. Maybe in a couple of hours. Let me know about anything before then and I'll probably fix it.
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  #3  
Old July 1st, 2007, 08:43 AM
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Baneslave Baneslave is offline
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Default Re: Skaven Nation. Warhammer based.

I haven't downloaded any versions yet, so I am waiting 0.3 eagerly. I just hope that I remember to download it later.

Great work this far.
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Old July 1st, 2007, 11:40 AM

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Default Re: Skaven Nation. Warhammer based.

Updated to v0.3 See first post for attachment.
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Old July 1st, 2007, 12:17 PM
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Default Re: Skaven Nation. Warhammer based.

Just a general consideration about autosummons and why I said they are powerful:

1 castle building 1 autosummoning commander each months gives:
15 critters in 5 months of active summoning.
55 critters in 10 months.
120 critters in 15 months.
210 critters in 20 months.

Make these critters warpfire throwers
High upkeep is probably a neccessity.

Imagine having two castles As skaven it will be instrumental to get a second castle ASAP. The second one can make moulders with giant rats to complement the warpfirethrowers.

And you need to get a whole bunch of indie commanders, as you can't afford moving your troops with your skaven commanders. They have summoning work to do

---

I'll do some more testing. I know enough now to decide on a strategy and not just recruiting one of every kind

Interesting to test some warp lightning as well.

---

To anyone familiar with Warhammer. I recommend this mod. It is a lot of fun and you get quite nostalgic .

Now I want my darkelves . I had a miniature chimeara in my dark elf army that I was quite fond of. Never got me a war hydra, but that should be easy to fix in a mod
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Old July 1st, 2007, 01:16 PM

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Default Re: Skaven Nation. Warhammer based.

Dark Elves, eh? They have some potentially very interesting and powerful units like Witch Elves, Cold One Knights and if I remember correctly a WS-8 assassin.

They're on my list. Next Warhammer nation I do will probably be Dwarfs or Ogres. Very different and interesting races, though without the crazy variety of the Skaven.
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  #7  
Old July 1st, 2007, 03:14 PM
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Default Re: Skaven Nation. Warhammer based.

So I played through about 35 turns against Vanheim & Agartha on a no-indep Silent Seas using a POD pretender. I rolled Agartha over like nobody's business. Vanheim took a bit longer, but I decided to change tactics to mix things up a bit, build temples everywhere, and spit out plague chantors/priests. I then stealthpreached, and won by dom kill. Keep in mind this is concerning v0.2.

First thoughts: Graphically, I think everything looks quite nice. I like the variety and flavor of the troops.
Like KO, I found it difficult to pick what to recruit. I eventually tried 10-20 of everything. Though I didn't bother with the blood school of spells at all. Research also proved rather unnecessary, I didn't bother with much of anything past level 3. Shadow bolt, terror, and globadiers were the sought after spells here.

May be helpful: Commanders that I mostly used, were Packmasters, and Master Moulders. Units that I eventually stuck by, were the globadiers, rat ogres, giant rats, and most of all gutter runners.

More specific thoughts:
1. Rat Ogres and Giant rats are great flankers, with 17 ap. I imagine archer based armies would have a lot to contend with.

2. Skavenslaves are manacled, at least they appear to have both hands and feet, bound together. (They're also weak and malnourished). Yet they move at ap 15, like most every other skaven. Perhaps they should be a bit slower? (ap 12?)

3. Rat Ogres are great (Possibly too great). With plenty of health, multiple highly damaging attacks, and the berserker quality, your Skaven morale problems (along with a host of other problems) are solved in one unit. Is there a reason they have a special bite/claw weapon that does more damage than the standard bite and claw weapons?

Downtweak commentary:
Your v0.3 downtweak of one rat ogre per summon allies instead of two, seems like it will do the trick. Though perhaps getting rid of their special bite/claw weapons might be a good idea too.

4. Eshin Gutter Runners aren't just great (They seem incredibly overpowered). They start off with high attack/defense and high stealth as is to be expected of an elite stealth troop. Their powerful dual melee attacks are overshadowed by their shuriken. It seems somewhat strange that the shuriken are a strength based ranged weapon? So their 9 strength adds to the damage. That seems most odd? So it's quite deadly in itself (it can kill a lightly armoured man in one hit), then the strong (15!) points of poison tacked on is pretty incredible too. The fact that they get 2 attacks, and then another 2 exacerbates the issue. With giant rat chaff, and rat ogres for arrow absorbtion/dealing with high prot units, no enemy army stood a chance. On top of all that, they have siegebonus 3! So hiding from them in a fort does you no good. 15 gold seems a real pittance for what you get.

Suggested nerf:
Increase gold cost, and change the shuriken to dt_cap damage (so it only does 1 damage at most), this will make it realistic, a shuriken may strike you in the face/neck if you're unprotected, or may just bounce off a shield. Either way it won't do too much damage (1 hp) unless you lose an eye. The strong poison can then be left to do the real damage. As for the gutter blade, strong poison seems a bit much on a multiple use weapon. Unless it's a magical weapon (I'm not much up to date on warhammer lore), any weapon that hits creature after creature shouldn't deliver significant amounts of strong poison time after time, swing after swing.

5. Like KO mentioned, the plague ability. I noticed it quickly and was terrified of using the commander in combat. I imagined it would wipe out my own sizeable army. You seem to have fixed that in v0.3

6. I like the Assassin, though the spy ability seems almost extraneous for a 150 gold unit. It seems quite balanced and useful nonetheless.

7. It seems like after the first 3/4 turns I stopped using skaven slaves completely. Giants rats took over the chaff role effectively (despite their morale problems). This may not be what you want, though I think it's good that there are multiple chaff options.

Overall, it was a fun nation to try, possessing graphical and descriptive consistency. Though as is to be expected, it will need some balancing. I look forward to future versions.

Also, can't wait for dwarves and chaos.
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