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July 22nd, 2007, 11:26 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Thanked 1 Time in 1 Post
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Re: 11nations mod
About dwarves: the name "bad dwarves" is not really serious actually, i was just being silly. "Dark dwarves" could be more more correct (i think i named the dm file darkdwarves.dm or ddwarves.dm). Anyway, the nation has a name and it is "Grundenkash", which doesnt mean really anything but sounds kind of... unfriendly. The good dwarves nation is "Khaz Durok", i tried to come up with something more traditional, and the "Khaz" stuff is common to a lot of standard dwarf lore.
About the venerable warriors, i wanted them to be elite, but in a different way from the iron guard and king's guard. The idea is the following: they are old, and that, in my interpretation of dwarf physiology, means they are physically stronger and tougher (= more STR and HP). However, their reflexes slow down a bit, hence not very high ATT and DEF. Just an interpretation, I will think about a possible stat change.
I am also thinking about some improved version of axes and/or hammers, as PvK suggested. Revised gcost and other issues like helmet for tunnel fighters are also in my list.
When i'll have more time to sit down and write, i'll probably start new threads about some of the nations in this mod (the less "plain" ones), so that we can have a more serious chat about them. I'll do that at least for dwarves, dark dwarves, vampires, dunmer and black moon. Right now i am fixing bugs here and there.
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July 25th, 2007, 11:41 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
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Re: 11nations mod
I have extensively playtested the black moon on a big map with all factions , and it seems to me that they are quite well balanced. Maybe the orcs should have better stats and a higher gold cost (specially the orc berseks), as they are now they are quite useless.(small protection makes their berserk talent pointless, as they usualy die amazingly fast).
It's true I had vanheim as a neighbour, and I had an early double war with them and arcos.
All in all, I think the BM,KoJ and KoL are quite balanced, thanks to their X3 mages.The elves and dwarfs really could use a wider array of armaments and/or better stats, because their magic talents are less usefull in big battles.
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August 31st, 2007, 07:04 AM
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Corporal
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Join Date: Nov 2005
Posts: 88
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Re: 11nations mod
A problem with black moon defense:
The priest go in battle and die frequently, so the defense break easely (sometimes with minor casualties). One fighter with one priest may be a solution? Or a more potent priest than the novice?
For Whismeril, missile protection can be a good idea (or air magic).
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August 31st, 2007, 11:44 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: 11nations mod
Great Mod!
Questions (from my weird point of view):
1) do you consider this balanced vs vanilla nations?
2) are you ging to try and balance them or go for some benefits (AI nation)?
and
3) what do you think of a scenario map with this mod?
what Im picturing is a downloadable map "for play with the 11 nations mod". Put all 11 mods in as AIs. Ally them together, or maybe as a couple of logical allainces. Pre-position them into strong positions on one side of the map with the stronger ally protecting the front of support ally. Boost them abit with extra sites, units, starting equipment. Offer the scenario as "Best played with multiple human players (you will all start on the same side of the map) humans allied versus the AI's".
Can you come up with a good scenario storyline? Who allies and why? Why do they hate the human players? I havent really read all the info on this mod so maybe it wont work for the purpose but I thought Id ask.
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