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February 8th, 2008, 09:10 PM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
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Re: Urdheim, The Infinite Horde
This last round of changes includes a few significant ones, which should shift the balance to where it's supposed to be (for all those who thought Urdheim was overpowered), and I'm pleased enough to say that it's no longer a beta. Anyway, this should be the last update for quite a while.
If anyone still has any balance criticisms, or pretender/hero ideas, I'm still all ears.
For those who enjoy Urdheim, I've resumed work on that project I started back in July, and I should have a teaser ready this weekend or the next one.
Changes from v.40 to v.50:
Castigation of Sirrush NOE from 2 to 1, and fatiguecost from 20 to 50
Castigation of Sirrush loses MR easily negates, and now has secondary effect "Confusion"
Summon Cursed researchlevel from 5 to 6
Gather Cursed researchlevel from 5 to 6
Return Ancestor researchlevel from 6 to 5
Cursed gained darkpower 1
Fixed "Trap the Soul"
Fixed Darkvision
Scions now have 100% darkvision
Miners now have 75% darkvision
Kobold Warchief now has patrolbonus 8
Draconic Might now has BF effect, fatiguecost from 25 to 50, and researchlevel from 3 to 5
Draconic Spirit now has BF effect, fatiguecost from 50 to 60, and researchlevel from 5 to 6
Blessed One now has #onebattlespell "Holy Avenger"
Scion of Abraxas now has #onebattlespell "Air Shield"
Kobold Evoker now has #onebattlespell "Summon Earthpower"
Kobold Evoker goldcost from 170 to 420 (for upkeep purposes)
Kobold Strider now has #onebattlespell "Twist Fate"
Kobold Strider loses Med. Infantry Autosummon5
Kobold Strider gains Med. Infantry Autosummon1
Kobold Strider gains Med. Infantry Makemonster2
Kobold Strider now has 200 goldcost (for upkeep purposes)
Almost all basic Kobold units base encumbrance from 3 to 4
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April 12th, 2008, 03:38 PM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
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Thanked 3 Times in 3 Posts
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Re: Urdheim, The Infinite Horde
Well, after two months of silence, I have to poke the community and ask again, is the balance finally good?
This is an important consideration, as I'm working on some other mods, and my tendencies will likely come into effect in the other creations.
Furthermore, if you like Urdheim, player testimonials motivate me to work faster on other mods.
I'll likely revisit Urdheim in the summer. With the possibility of doing a Middle era version still on the table.
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April 13th, 2008, 05:03 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Urdheim, The Infinite Horde
Hi, it was a while since I tried it. I don't think it was finished at that time, but I liked it. I do not remember what I thought about balance at the time, but they might have been strong back then.
I haven't tried any mods recently, since I've been caught up in the making of Gath etc
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April 14th, 2008, 12:56 AM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
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Thanked 3 Times in 3 Posts
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Re: Urdheim, The Infinite Horde
Well, that definitely takes precedent. I'd love to hear what you think if/when you do try it again.
As for everyone else who has given feedback, thank you. 
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April 17th, 2008, 10:40 AM
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BANNED USER
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Join Date: Apr 2008
Posts: 33
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Re: Urdheim, The Infinite Horde
I think the mod is wonderful. I took the liberty of moving them to MA (because that's my preferred era) and always set them as an opponent, mainly because I don't like to play blood.
The AI plays them great. They are always one of the top 2 or 3 strongest foes (including LA Ermor) which I also moved to MA. That probably means that they are over powered, but I don't care. The AI could use a dozen more nations like them.
At impossible/aggressive settings the Kobalds always give me a run for my money. What more could you ask?
And the sprites are outstanding. Much better than anything I have ever done. I have to admit that I also changed the colors of a few to use for my modded monsters because they are so good.
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April 19th, 2008, 03:52 PM
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Sergeant
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Join Date: Dec 2003
Location: New York City
Posts: 340
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Thanked 3 Times in 3 Posts
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Re: Urdheim, The Infinite Horde
I'm glad you like the mod.
I'm a bit confused about the blood, as Urdheim has no blood.
Fire, Earth, Death are the paths.
Urdheim was originally made to give me a challenging opponent to play in SP, but I did eventually work hard to try to achieve vanilla balance (so people could also enjoy playing Urdheim against other AI... or even another player *gasp*).
I'm sad to hear that it's still not properly balanced. What are the settings you play on, and is anything else modded?
By settings I mean, # of provinces on the map, # of nations on such a map, gold/resource/supply settings, magic sites, research setting.
Thanks, I spent a lot of time on the sprites.
I suspect that while not any individual unit is overpowered, just the nation as a whole due to the very large variety of units, which are set up synergistically, so the AI who purchases a few of everything (or in the case of Impos. AI a lot of everything, as it doesn't deal with a gold bottleneck), gets an effective army it can use like it uses all armies (as a big club).
I'll be revisiting this issue of balance at some point. I'm strongly opposed to just hitting everything with a nerf stick, so more balance commentary from the community would help. Settings you play on would be a key piece of info.
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April 21st, 2008, 08:29 AM
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BANNED USER
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Join Date: Apr 2008
Posts: 33
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Re: Urdheim, The Infinite Horde
My mistake about the blood. I only played them once and am working on my own mod (to be Builders or Engineers if I am ever figure out how to balance them. If not, I am happy playing a strong nation).
I am playing a heavily modded game. The map I am using is one of the game maps, "Glory". It has approx 250 provinces.
It is a MA game with my mod nation (under development), mod nations Urdheim, Skaven, Desdares, Avernium along with moved era nations LA Ermor, Bogarius (LA), EA Helheim and 10 to 15 standard MA random foes (always the 3 water nations selected).
All AI's are set on impossible-aggressive. Gold and resources vary between 150 and 300. (Urd success seems faily immune to variation, most everyone else responds well to higher gold/resources.) Magic sites are set at 100. Research is normal. Indy's at 9.
I see a lot of the creatures with sprites scion2 and some of the sprite scion1 (very nice sprites, by the way. I've recolored scion2 for myself. Hope you don't mind.). I suspect this is the primary source of the strength, but do not really know. They are vulnerable to an attack with a strong bless, but what isn't?
I really like that single kobald (the miner??)that keeps popping up all over the place. I've lost provinces to the little bugger when I forgot to PD them.
The castles may be a bit expensive. Kobalds do not seem to have as high a castle ratio/province as the water nations or some of the other AI's. Next game that I start I'll probably do something about that. The thread on the main page about castles has gotten me thinking about them and I'm planning to change all the mod nations to Wizards tower in all locations as an experiment to see how the AI deals with it.
I do not know if they are not balanced. All I can say is that the AI really plays them well.
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