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  #321  
Old January 3rd, 2010, 04:27 AM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.6

there's no reason why the Jomon Katana has to be the same as the Shinuyama Katana. Given the Katana as we know it is a relatively late developement, Shinuyama arguably shouldn't have them at all.
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  #322  
Old January 3rd, 2010, 07:29 AM

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Default Re: Conceptual Balance Mod 1.6

Obviously the humans copied or stole the Katana design from the Oni and Bakemono. I think it would be a little bit counter intuitive giving them different versions of the katana, but I guess you could. Doesn't seem worth it to me. If you want to change the resource cost on a unit it's better to just change its ressize if you're worried about shared equipment.
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  #323  
Old January 4th, 2010, 11:17 AM

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Default Re: Conceptual Balance Mod 1.6

Hi,

I'm fan of LA Ulm and i'm wondering how useful Zweihanders are compared to rest of the LA Ulm infantry?

At the first look they look great 20 prot, 13 HP and a greatsword. But then you realize that they have 8 enc, 9 mr and they cost 14 gold and 36 resources.

At the same gold cost and less resources than 30 Zweihanders you can have either 42 pikeneer, 42 halberdier or 42 infantry of ulm.

Against what you would choose Zweihanders? Well against infantry that doesn't have shield, has length 2 or less weapon and doesn't have high morale. So against what do you use them against? Also Zweihanders are fewer in numbers so they are even more vulnerable to magic than other LA Ulm units.

High resource unit should bring you some advantages, so should the cost be lowered to 10 gold and maybe the encumbrance to 7. Zweihanders need so much resources anyhow that they are difficult to mass, so low cost wouldn't make them too good. It would bring benefits players that choose high production scale. Currently LA Ulm trend is to choose sloth and go for rangers? Is that thematic?
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  #324  
Old January 4th, 2010, 01:04 PM
Squirrelloid Squirrelloid is offline
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Default Re: Conceptual Balance Mod 1.6

Reducing the gold cost of zweihanders will not solve their problems.

Enc. 8+ infantry is virtually unplayably bad. Even 7 enc. and i start to get worried. When its 8 enc. without a shield you know you're just hosed.

FWIW, if i had to choose Ulmish heavy infantry at all, I'd take zweihanders against heavily armored troops or giants because of the high weapon damage. However, using standard Ulmish heavy infantry is generally a mistake because they're just so bad at doing anything.
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  #325  
Old January 4th, 2010, 07:40 PM

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Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by rdonj View Post
Am I the only player in dominions who thinks jomon's archers are terrible? They take more resources than anything other than your cavalry, have worse stats than anything else you can recruit, and they bring longbows into the era of super heavy infantry with tower shields. Chances are, if these guys are firing into the enemy and you have soldiers engaged in melee with them, your units are going to take far more casualties than the enemy as they can actually be damaged by the arrows. If you're just using nothing but samurai archers it's a little better, but they are still nowhere near as good as your other units in melee and cost more resources. I cannot imagine them being a better buy than your melee troops without both wind guide and flaming arrows. I would still probably just buy indy archers though.
As in many things rdonj, I agree with you completely. Samurai archers are a honeypot (trap) on this nation.
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  #326  
Old January 4th, 2010, 09:40 PM
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Default Re: Conceptual Balance Mod 1.6

I think samurai's having less hp than militia is just plain ridiculous. =\
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  #327  
Old January 4th, 2010, 09:40 PM
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Default Re: Conceptual Balance Mod 1.6

I would like to make a suggestion: could medallions of vengeance be made cursed? Generally, I don't see it used all that often, and by making it cursed, it means people are going to have to extra careful placing commanders who pick them up, as if you decide to leave your commanders/mages clustered together and a stray arrow finds one carrying it (left over by some random scout), it won't be a pretty sight. Certainly it gives it a slightly greater niche use. There aren't many uses for it otherwise, and this way, the Medallion of Vengeance becomes a nasty little surprise, for nations with fire gems to spare.
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  #328  
Old January 4th, 2010, 10:04 PM
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Default Re: Conceptual Balance Mod 1.6

Don't they blow up? Must be some kind of magic bomb or somethin', if it's still around after the explosion.
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  #329  
Old January 4th, 2010, 10:28 PM
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Default Re: Conceptual Balance Mod 1.6

Shhhh! No more talk about MoVs. Might reveal my favorite use for Horse Brother Commanders...
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  #330  
Old January 4th, 2010, 11:33 PM
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Default Re: Conceptual Balance Mod 1.6

I've already talked about kamikaze Vampires.

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