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October 31st, 2007, 12:37 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
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Re: Tomb Kings mod released!
hey um, all chariots have a natural protection of at least 5, I think it'd be fair to include this nations chariots in with 5 natural.
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October 31st, 2007, 07:02 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: Tomb Kings mod released!
That's interesting, I'll look into it. It certainly would help their survivability.
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October 31st, 2007, 09:16 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: Tomb Kings mod released!
I actually don't have much detailed feedback to give here llama, but I promise I will in the future. I just wanted to say that as a first mod nation this is outstanding work and I know this is going into rotation as one of my SP game nations. I will certainly make a CBM version of it in the future, if that's ok with you.
You've gone the same sort of route Zepath went when doing a warhammer nation, changing quite a bit of stuff and writing it into Dom3 storylines. You've stuck a bit closer to the source material than Zepath did, but you've clearly moved further away than I have (though I have deviated from source material on a few fronts myself, it is necessary to an extent). That's not a bad thing at all, because the feel of the Tomb Kings is still there.
So one thumb up, second thumb sure to be elevated when I stop being distracted by other stuff and play them some more :]
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October 31st, 2007, 09:45 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Tomb Kings mod released!
Yep, feel free to make a CBM version. I'd be interested if you let me know what changes you're going to make when you get round to it though. I'm still not very clear on what the differences tend to be between the normal and the CBM versions of nations.
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October 31st, 2007, 09:56 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Tomb Kings mod released!
Basically most mods are balanced according to vanilla units and spells. So if they have a guy with the basic 10 10 10 10 etc stats he'll cost 10 gold, regardless of equipment. The summons will be balanced against vanilla summons (theoretically) etc.
All I do is balance these things against the CBM altered versions. So a guy with 10 10 10 stats but crappy equipment might be 9 or 8 gold instead of 10, heavy cavalry cost less resources and have the CBM warhorse hoof weapon instead of just hoof, while light cavalry all get hoof added, summons are compared with the summons of similar type and cost in CBM,...
I also do general balancing, Sylvania CBM for instance is pretty much nerfed from the vanilla version, because the vanilla one was, imo, overpowered. A CBM version of Urdheim (the kobolds and dragons) would similarly nerf some stuff, try to bring it in line with the balance of the base CBM nations.
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November 2nd, 2007, 08:56 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: Tomb Kings mod released!
Have just uploaded v0.82. Changes:
- Two national pretenders added - the Gilded Scorpion and the First King.
- Two new heroes added - the Warrior King and the Avatar of Horus.
- Chariots' natural protection set to 5 in line with all other chariots in the game. This is a big boost, so their price has been put back to 45 (from 40).
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November 4th, 2007, 10:49 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Tomb Kings mod released!
Quick question. I was playing the mod earlier and in one of my battles where I had nehekaran cavalry, archers, and death 9 blessed asp archers all firing into a mass of skaven I occasionally saw negative numbers pop up for damage. Can anyone tell me what's going on there?
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