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May 30th, 2008, 05:30 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: Blast from the Past, Return of the Underkings
Axes are good...just not for dwarfs. Not particularly, anyway. Just like swords aren't very good for giants.
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June 1st, 2008, 06:48 AM
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Sergeant
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Join Date: Dec 2003
Location: New York City
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Re: Blast from the Past, Return of the Underkings
Indepth discussions of dwarven tunnel battletactics and equipment aside, however interesting it is*, what is everyone's thoughts about giving them an improved axe or axes (as per PVK's suggestion or something similar)?
*There are still a few pieces of dwarven tunnelfighter's equipment left unmentioned
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June 1st, 2008, 08:43 AM
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Corporal
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Join Date: Jun 2007
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Re: Blast from the Past, Return of the Underkings
For mechanical reasons, I would not give better equipment across the board, unless you want to make it a more ressource-focussed the gold focussed nation.
Increasing strength, attack and defence has the same effect and makes it easier to compare with the other nations.
Of course there is:
1. There is basicly nothing wrong with making it more ressource-focused.
2. Even if the common soldier uses the average axe you can still add in elite-infantery or commaners that use improved weapons. Think of Tir Na Og and their Gold weapons.
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June 1st, 2008, 09:20 AM
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Sergeant
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Join Date: Dec 2003
Location: New York City
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Re: Blast from the Past, Return of the Underkings
Well, high resource costs are problematic in terms of weapons, since they're size 1 which means only a fraction of the resource cost is used. I believe 1/2.
So resource heavy they're not. I believe outside of bolt-throwers the highest cost is 25. Which is marginal compared to some other nations, especially once you also add in the production bonus inherent to Underkings.
Secondly, the elite units side-step the axe question completely because they use hammers or magic weapons. The heirarchy tends to be axes, hammers, magic weapons, if one could divide the dwarven units into groups by their level of eliteness (so I made up a word, so what?)
This whole problem arises from the axe and hammer problem. Axes are inferior, so everyone wonders, why use axes? If I improve the axes a bit, they'll be even more similar to hammers, so everyone wonders, why have both axes and hammers? If I improve axes a lot, everyone wonders, why use hammers?
Despite well thought out arguments presented thus far, I am still leaning for my original thinking (which is the easiest and cleanest solution), get rid of the hammer dwarf warrior, and so remove the side by side comparison and choice of axe and hammer.
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June 5th, 2008, 01:27 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
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Re: Blast from the Past, Return of the Underkings
Quote:
Saulot said:
This whole problem arises from the axe and hammer problem. Axes are inferior, so everyone wonders, why use axes? If I improve the axes a bit, they'll be even more similar to hammers, so everyone wonders, why have both axes and hammers? If I improve axes a lot, everyone wonders, why use hammers?
Despite well thought out arguments presented thus far, I am still leaning for my original thinking (which is the easiest and cleanest solution), get rid of the hammer dwarf warrior, and so remove the side by side comparison and choice of axe and hammer.
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I like this solution. Dwarves use axes because it's thematic, not because it's effective. Although their small size compensates for the lowered attack.
-Max
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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June 16th, 2008, 01:46 AM
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Corporal
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Join Date: Jul 2007
Location: New Castle, Delaware
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Re: Blast from the Past, Return of the Underkings
My really really late response to this mod... This is the first mod that I have noticed that has no mages for hire. What am I missing?
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June 16th, 2008, 02:46 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Re: Blast from the Past, Return of the Underkings
A bug that removes magic picks when too many mods are enabled at the same time?
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