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  #1  
Old October 21st, 2009, 02:43 PM
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Burnsaber Burnsaber is offline
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Default Re: Warhammer Dwarfs, balancetest version 0.6

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Originally Posted by kianduatha View Post
It also seems weird that Dwarf Arbalests are noted for being hard to aim but have Precision 3, while Dwarven Rangers are noted for the precision on their axes but then have Precision -2.
The Arbalest thing is my fault. What I meant to say was that they are hard to aim without special training, I'll change it to be clearer. And Dwarf Ranger throwing axes are pretty accurate when compared to basic throwing axes (prec -5). Remember that the distance is much shorter, so prec >0 would likely make hit all the time.

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Originally Posted by kianduatha View Post
As far as using up miscellaneous slots, let me make it even harder: Slayers of any type only need one item--the slave matrix. Dwarves are perfect for reverse communions. You get invulnerability, summon earthpower, quicken self, mirror image, body ethereal, and flight, plus 100% resistance of anything you would want. Oh, and your entire army gets berserk, haste, and strength since each communion member will cast Rune of Grimnir. This allows you to use your crazy magic paths without running into fatigue problems from your high casting encumbrance. Oh, and it's really thematic to have a few runelords just chanting over your slayer elites before launching them into battle. With a bit of setup, you have nearly invincible thugs for 4 gems apiece. You can even swap in some really mean surprises in there for the nasty fights, like Fire Shield, Astral Shield and my personal favorite, Breath of Winter. They'll never expect it. And even just prospectors would be terrifying like that. Sure, it takes some setup--but it allows you to leverage your low random magic paths and forging bonus to terrifying effect.
Sounds pretty awesome. But wouldn't casting Rune of Grimnir make your communion leaders berserk too?

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Originally Posted by kianduatha View Post
It seems kinda weird that Dragon Slayers and Daemon Slayers are so similar. I mean, Daemon slayers get, what, a few more hp and some slightly higher stats?
Working on it. I'll likely give them the "Slaying" weapon as a intristic bonus weapon.


On other news, the sudden appearance of the #castleprod command gave me a pretty good way to get more thematic feel for the nation. I was thinking of making dwarfs build "Mountain Citadel" (cost 1200, admin 20, build 5, def 800) everywhere and give the nation a hefty #castleprod bonus. This would be thematic. When dwarfs build forts they are meant to last, cost a lot and take time to build, but the results are good. Basically, you would have less forts, but the ones you have do more. This would likely make prospector spam less attractive (tighter commander slots) and reduce the "invicible forts" aspect. It's easier to go against 3 very well defended forts than 5 well defended ones. Yeah, it's a lot like Itza's Tel Cities, but not as extreme (no 800gp temples).
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  #2  
Old October 21st, 2009, 03:12 PM
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Stavis_L Stavis_L is offline
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Default Re: Warhammer Dwarfs, balancetest version 0.6

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Originally Posted by Burnsaber View Post
On other news, the sudden appearance of the #castleprod command gave me a pretty good way to get more thematic feel for the nation. I was thinking of making dwarfs build "Mountain Citadel" (cost 1200, admin 20, build 5, def 800) everywhere and give the nation a hefty #castleprod bonus. This would be thematic. When dwarfs build forts they are meant to last, cost a lot and take time to build, but the results are good. Basically, you would have less forts, but the ones you have do more. This would likely make prospector spam less attractive (tighter commander slots) and reduce the "invicible forts" aspect. It's easier to go against 3 very well defended forts than 5 well defended ones. Yeah, it's a lot like Itza's Tel Cities, but not as extreme (no 800gp temples).
Hrm...I'm not sure how I'd feel about *all* mountain citadels...don't they imply that you have a mountain to build on?? Maybe hills, but mountains?

Also - note that Mountain City is not much worse in defense (700 vs. 800 def) but has other characteristics that might make it a good alternate (6 vs. 5 turns, 1400 vs. 1200 gold, 30 vs. 20 admin) so may be be appropriate in the right circumstances, perhaps as capital....

Perhaps something like:

Fortresses
Capital: Mountain City
Swamp: Hill Fortress
Farm: Citadel
Forest: Hill Fortress
Mountain: Mountain Citadel
Default: Mountain Citadel
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Old October 21st, 2009, 06:00 PM
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Fantomen Fantomen is offline
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Default Re: Warhammer Dwarfs, balancetest version 0.6

I like the idea of a big castle production bonus, but that means all forts need to be expensive or it might get overpowered. In the example above you could exploit the hill forts in swamp and forest for example. Better to have swamp fortress and forest citadel. Other than that I like stavis suggested list.

Too bad you can´t assign the prodbonus only to one fort type to encourage the player to build in mountains.
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Old October 21st, 2009, 11:07 PM
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Default Re: Warhammer Dwarfs, balancetest version 0.6

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Originally Posted by Fantomen View Post
I like the idea of a big castle production bonus, but that means all forts need to be expensive or it might get overpowered. In the example above you could exploit the hill forts in swamp and forest for example. Better to have swamp fortress and forest citadel. Other than that I like stavis suggested list.

Too bad you can´t assign the prodbonus only to one fort type to encourage the player to build in mountains.
Just to be clear, I was suggesting the Hill Fortress, which is 10 admin, 150 supply, 5 build turns, 1200 gold, and 600 defense. Not the Hillfort, which is 5 admin, 100 supply, 3 months, 800 gold, 200 defense.

There is no Swamp Fortress; there is a Swamp City (50 admin, 1000 supply, 5 months, 1200 gold, 400 defense) and a Swamp Fort (0 admin, 100 supply, 3 months, 800 gold, and 100 defense.) The latter are basically mage pumps, so I'd avoid them for dwarfs, and choosing the former would make it your highest admin fort.
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