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September 8th, 2007, 03:55 PM
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Tharoon, Decadent Overlords.
Great Scott! I'd forgotten these guys. I should really update them some time next week(end). I wonder if I'll ever get round to doing the other 3 warwind nations too.
Oh yeah and I'm attaching a proper preview png.
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September 10th, 2007, 05:22 PM
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Lieutenant General
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Re: Tharoon, Decadent Overlords.
Looks nice only heavy cav with no resource cost is 100% not as it should be.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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September 11th, 2007, 01:16 AM
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Re: Tharoon, Decadent Overlords.
They're hirable mercenaries - they only need gold. If the gold cost needs to go up to balance them, that I have no problem with, but they aren't going to cost resources.
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September 11th, 2007, 07:17 AM
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Re: Tharoon, Decadent Overlords.
Well since there aren't (you might know better than me cus I'm pretty new to the game) any high defense troops that cost 0 resources (except for the REAL mercs which are severly limited in number and use). I guess there was a reason for that. I think that it would be pretty strong late in the game to be able to build those in every fortess you have since you'll be swimming in money anyway most of the time (I know I am).
So my solutions would be:
-Make em cost resources and a fair amount. (but I know you disagree)
-If they are really heavy cav. they should at least cost SOME resources as to prevent (say 10, which means you can still build 4x as much as you can regulare heavy cav)
-Make em not so heavy armoured, rover sounds like raider (? dun ask me ?) and so maybe SHOULD be lightly armoured.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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September 11th, 2007, 08:38 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Tharoon, Decadent Overlords.
Well in the late game they're pretty worthless, since they wouldn't stand a chance against the average thug squad, SC or group of battlemages.
It's true that there aren't any units in the base game following this functionality, but that's no reason to change them in itself - mod nations should offer new mechanics and dynamics.
So the concept stays as long as I can balance it. If I can't, I'll change it.
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September 11th, 2007, 01:12 PM
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Join Date: Sep 2007
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Re: Tharoon, Decadent Overlords.
Yeah of course you can always do as you want.. I still think it would be kinda unbalanced (well at least in the single player game I have now) if I could buy heavy cav in every fortress for 0 resources then I'd easily spend my 90K gold and really have 0 problems with taking all the AI on at once.
So that is why I proposed to make it at least like 10.
IMHO this and the banefire crossbows might kinda overpower the race.
Maybe make em coldblooded since they are snake-like? it's not much for balance but seems appropriate. And mayeb a weakness to cold too?
They look nice though
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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September 13th, 2007, 11:12 AM
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Re: Tharoon, Decadent Overlords.
cool mod, you are a monster sombre haha you make mods on your breakfast??
anyway some units have the same numbers as arga dis, so you may want to change that
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