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January 28th, 2008, 10:38 PM
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Re: New Mod: Blood Elves
Bump so you dont miss an important update because of the page jump.
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February 7th, 2008, 09:32 AM
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Re: New Mod: Blood Elves
Version 0.29
- Another price revision;
- Lowered pretender price;
- Gave the Arch Druid research bonus;
- Removed Fey's research;
- Lowered provincial defense numbers.
I should probably redo most of the sprites. This was one of my first mods and it shows.
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February 7th, 2008, 11:46 AM
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Re: New Mod: Blood Elves
I think that the sprites look cool, they mostly need cleanup - stray black pixels removed, that sort of thing.
When would be a good time to fork your LA mods into the megamod? I've been making balance notes to myself but haven't yet actually changed anything.
Purely by way of example, these were the notes I had on the previous version:
* Blood Elves
- Some of the descriptive text needs cleanup.
- Notes: Capital is wank (Admin 30), especially for the late era. It could be a tel city (admin 40), at the least. Low capital admin should figure into unit costs, which are too high even for average admin.
- Spells are all reasonable on a first pass.
- Prince of many faces: loses immortality, reduced to fire magic 2, slight statistic reductions, cost lowered to 150 pts.
- Several of these sprites need background cleaning, they've got stray black pixels.
- Cavalry and cavalry commanders should not be animals. Cavalry commanders no longer turn into trees (flavor text update), and are no longer sacred. Cost reduced to 75 gp for Vermillion, 85 gp for Crimson. This means you will actually use the Crimson Commanders as blood hunters.
- Lancer and Light Rider reduced to 40 gp.
- Venus Flytrap is now a summon. Costs 1 nature gem? This unit really isn't that useful, and is pretty well useless if you have to recruit them (because once you're sieged, you can't!).
- Still considering what to do with sacred heavy inf. and commanders that turn into trees. Needs playtesting. At present they are hugely expensive so recruiting them everywhere seems almost irrelevant. Is there some occult significance to the #s 101, 122 and 158?
- Ritualist cost reduced to 90 gp (and he's still overpriced, compare to the minister of magic from MA T'ien Ch'i.)
- Blue Druid reduced to H2. Cost lowered to 200 gp. Considering making them capital only.
- Green Druid reduced to H1. Cost lowered to 250 gp (healers can cost as much as you want.) Considering making them capital only.
- Archdruid reduced to H3, given an AWE random and a 10% chance for an AWEN random.
- Lord Militant should probably be a hero?
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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February 7th, 2008, 07:51 PM
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Re: New Mod: Blood Elves
Quote:
When would be a good time to fork your LA mods into the megamod?
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I'm mostly done with the changes for now.
Quote:
- Several of these sprites need background cleaning, they've got stray black pixels.
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Do you have a list?
Quote:
- Cavalry and cavalry commanders should not be animals.
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I make them animal for a reason. The horse under the rider will not attack a unit with animal awe. I'm thinking of giving this attribute to all the pikes in my mods.
Quote:
- Venus Flytrap is now a summon. Costs 1 nature gem? This unit really isn't that useful, and is pretty well useless if you have to recruit them (because once you're sieged, you can't!).
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Reasonable. I may do so myself. I made them for AI to use.
Quote:
Is there some occult significance to the #s 101, 122 and 158?
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Do you mean the cost? I do the occult thing with stats sometimes (13 with dark forces, 7 with angels). But thats not the case here. Those units turn into Homunculi which I have estimated as 50gp for pricing. I didnt even include the price of the gem producing trees. Otherwise they just cost too much.
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February 8th, 2008, 01:48 AM
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Re: New Mod: Blood Elves
Okay, I'll start grabbing the current versions and working from those.
I should say - I'm aware of why you gave the Cav. animal. If I were going to include a mod that turned *all* Cav. animal (and/or a pikemen/longspears mod that gave pikemen animal awe) this is what I would do as well. However, barring such a mod, it's inconsistent for one nation to have animal on the cav and not others.
All of the Cavalry have stray black pixels around the tail of the horse. The Senshi have black pixels particularly around their right-hand weapons (which would be on our left looking at the pic,) the deceiever and the venus flytrap have them all over.
I think the storm lord has some on the bottom side of his weapon.
It's not a huge issue except with the flytrap, which has a positive halo.
I've got some comments and questions on your other mods which I'll send in a forum message.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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February 8th, 2008, 02:17 AM
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Re: New Mod: Blood Elves
Tnx. I'm adding animalawe 3 to all the pikes because otherwise there is no point in having them in the mod. Units with long spears carry shields. Pikes usually get ignored when recruiting because units with shields are always superior. If you think its inconsistent feel free to remove this attribute in the Megamod.
I'll try to do the sprites and the Venus summoning spell today.
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February 8th, 2008, 10:11 AM
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Re: New Mod: Blood Elves
- Alot of small sprite changes and corrections;
- Venus Flytrap can be summoned, instead of recruited, through the "Grow Venus Flytrap" spell.
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February 9th, 2008, 03:31 AM
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Re: New Mod: Blood Elves
As per DrPraetorious suggestion:
- All Druids had their holy magic and price reduced;
- Fort was changed to Citadel with admin of 40;
- Arch Druid was given a random AWEB 25%.
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February 10th, 2008, 04:56 AM
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Re: New Mod: Blood Elves
Quote:
Low capital admin should figure into unit costs, which are too high even for average admin.
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DrPraetorious, that was intended to limit the numbers of the elves on the battlefield. They are not meant to have huge armies but small, highly effective ones.
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February 10th, 2008, 01:18 PM
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Re: New Mod: Blood Elves
Ah, well, that's true - but in that case, they need better stats or something  .
But that was a typo, I meant - low capital admin should figure into *mage* costs. The gold cost of units is actually pretty negligible for most nations, although not at all for this one.
I'm going to do a bit more testing and fiddling.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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