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January 8th, 2004, 07:47 PM
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Major General
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Re: CherryMod Thread
Quote:
Originally posted by Arralen:
I would suggest removing the Wakizashi as even as "faked" secondary weapon from most samurai troops completely, because
- they simply weren't able to use both swords at once, and fought 1,5-handed using the Katana
- therefore they didn't use the W. as some kind of "shield-substitute" to block or deflect incoming blows.
By the way -did you make it some kind armor or shield. Making it a shield would result in a ridiculous arrow blocking ability (hey, we don't do Hongkong films here ), making it a piece of armor would have other consequences I'm not shure about (=> armor piercing, items/spells that destroy armor etc.).
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Right now it is a non-shield armor that takes 1 hand. Not sure if this is possible in the real game... but yeah, I don't want normal units blocking arrows with them.
Quote:
What stats are you using for the Wakizashi?
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Weapon: dam=5 def=2 length=1 hands=1 hits=1 res=4
Armor: def=2 hands=1 res=4
As a Last resort, I could take away all wakizashi stats but give it the special ability "Self Blood Sacrifice" so that seppukuing troops (RS does not "rout") at least increase your dominion=)
Quote:
By Tacticus:
Prot 17 AND Defense 17 on a unit (the daimyo) ? And others I see have high protection AND high defense as well...
I am afraid this is just too powerful. It will need to be tested of course. On a commander, if it comes from good, pre-equiped items, and the price is right, it might be ok. Otherwise you are just creating cheap and easy SC material here, and almost impossible to kill armies... I am also concerned about 3 gold 1 ressource armies, especially the 3 gold. Even hogsburg militias are not that cheap, and yours can be recruited in any castle... Granted, they are the worse units I have yet to see, but there comes a point where stats don't matter, all you are looking for is the cheapest arrow catcher in sight, and you have just given a new meaning to the concept...
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The Daimyo's gold and resource cost may be (probably are) too low, but the stats are not unreasonable. I'll increase those costs. Keep in mind that he has no lance and no shield, unlike similar elite mounted commanders. In the combat sim, he is always beaten by the Ulm edit: Black Lord. Keep in mind that all these stats are derived, not base. Here are his weapon stats:
name=Katana dam=7 att=1 def=1 length=2 hands=1 hits=1 res=7
name=Sai dam=2 def=3 hands=1 hits=1 length=0 res=2
So he's getting a +3 mounted and +4 weapon defense bonus... his base defense is 13. Perhaps he should get a wakizashi instead of a sai? Anyway, he lacks a shield and lance (major negatives), is not sacred, but is otherwise similar to comparable units (except for his low prices, which I will raise). For comparison:
New Unit:
RS Daimyo (Base creature: RS Daimyo)
HP: 14 Str: 11
Prot: 17 Att: 12
Mrl: 14 Def: 17
Mrst: 11 Prec: 8
Enc: 5 AP: 22
Ambidextrous 3, Mounted
Weapons: Katana, Sai, Hoof
Items: Kabuto, Yukino****a Do
Gold: 80 Res: 35
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Ulm Black Lord (Base creature: Ulm Black Lord)
HP: 17 Str: 14
Prot: 24 Att: 13
Mrl: 16 Def: 10
Mrst: 9 Prec: 10
Enc: 5 AP: 18
Mounted
Weapons: Lance, Morningstar, Hoof
Items: Full Plate of Ulm, Full Helmet, Kite Shield
Gold: 130 Res: 70
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PY Serpent Lord (Base creature: PY Serpent Lord)
HP: 15 Str: 13
Prot: 18 Att: 14
Mrl: 15 Def: 15
Mrst: 11 Prec: 8
Enc: 3 AP: 16
Mounted
Weapons: Spear, Bite
Items: Plate Hauberk, Helmet, Round Shield
Gold: 130 Res: 58
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TC Prince General (Base creature: TC Prince General)
HP: 10 Str: 10
Prot: 15 Att: 14
Mrl: 16 Def: 16
Mrst: 12 Prec: 10
Enc: 5 AP: 22
Sacred, Mounted
Weapons: Lance, Falchion, Hoof
Items: Full Scale Mail, Helmet, Round Shield
Gold: 150 Res: 42
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Man Knight of Avalon (Base creature: Man Knight of Avalon)
HP: 14 Str: 12
Prot: 20 Att: 12
Mrl: 15 Def: 16
Mrst: 13 Prec: 10
Enc: 5 AP: 30
Mounted
Weapons: Lance, Broad Sword, Hoof
Items: Full Chain Mail, Full Helmet, Kite Shield
Gold: 85 Res: 61
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MAR Paladin (Base creature: MAR Paladin)
HP: 15 Str: 13
Prot: 20 Att: 13
Mrl: 16 Def: 14
Mrst: 12 Prec: 10
Enc: 5 AP: 20
Sacred, Mounted
Weapons: Lance, Broad Sword, Hoof
Items: Full Chain Mail, Full Helmet, Kite Shield
Gold: 130 Res: 61
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As far as peasants go. The price that I put in may be unbalanced (I hope not!). However... it is not unrealistic. Rather, Illwinter's prices for militia, slingers, and such trash units are very high in my opinion. An untrained militia pressed into the army and handed a spear does not cost 70% of training and equipping a heavy infantry unit.
I plan to rebalance all the militia in the game to fall more into line with those numbers.
And for ronin... like gladiators, they leave after a battle. Monks are powerful but expensive and limited by holy level (and low protection).
I understand your concerns, and they may very well be justified. Currently, RS has the 3rd best melee units after Jotunheim and Abysia in the combat sim. But they are somewhat magically weak (level-2 water, level-2 fire, level-1 death, level-1 nature, and some randoms), average holy powers (level-3 max), and have no shields at all... which, I think, will make their armies incredibly vulnerable to crossbows. And their good troops are all very expensive.
So, it's hard to say at this point... until I can actually see them on a battlefield. But thanks for brining the Daimyo to my attention, anyway - looks like the RS cavalry needs a bit of cost boosting.
-Cherry
[ January 08, 2004, 17:54: Message edited by: Saber Cherry ]
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January 8th, 2004, 11:32 PM
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Re: CherryMod Thread
Please take into consideration some of your resource costs Cherrypie
The one I'd note is the 17 Defense 16 gold, 4 resource, stealth monks. While I'm a fan of stealth units. Just look at how much it costs to make a decent army of them initially.
320 Gold, 80 Resources = 20 17 Defense Monks
640 Gold, 160 Resources = 40 17 Defense Monks
Normally it wouldn't matter, but they have low encumberance (3), full dual wielding with 3 attacks (remember each attack after the 1st on a unit lowers the defense of it by 1, so they don't need high att) and 17 defense that with the exception of a few nations and most certainly independants, would have a hard time to deal with.
With that kind of resources you could have an army of 20 turn 1, and 2 turns later probably 20 more. And with such low initial cost their upkeep is low for being a stealth unit.
Just something to consider on the stealth units.
Edit: Just noticed they were sacred too. So throw Quickness on them with a +4 Defense for a 9 Water blessing and they are very nearly Vans with a grillion attacks for 16 gold and 4 resources.
Edit: I just noticed that you said in your post that RS units don't rout? At all? Or are you just going to make them have a high morale so that represents the amount of conviction they have towards their god?
DO they just die if they retreat? Or am I reading more into that, (if so, that could be RS's total fall, not being able to rout would be a huge weakness vs fear units and terror. Ermor and C'tis would invariably make them run and hide under their fancy dresses  )
[ January 08, 2004, 22:37: Message edited by: Zen ]
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January 8th, 2004, 11:56 PM
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General
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Re: CherryMod Thread
The high defense of some commanders are due to the +3 mounted bonus. The base defence of a knight of avalon is not 16, but 13 (+3 for the mount).
Our initial settings was something like this:
Noncombattant 6
Untrained unit 8
Trained Soldier 10
Veteran 11
Elite 12
Rare special troops 13
Values of 14 - 16 are reserved for exeptional commanders and heroes. There might be exceptions of course.
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January 9th, 2004, 01:16 AM
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Major General
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Re: CherryMod Thread
Quote:
Originally posted by Zen:
Please take into consideration some of your resource costs Cherrypie
The one I'd note is the 17 Defense 16 gold, 4 resource, stealth monks. While I'm a fan of stealth units. Just look at how much it costs to make a decent army of them initially.
320 Gold, 80 Resources = 20 17 Defense Monks
640 Gold, 160 Resources = 40 17 Defense Monks
Normally it wouldn't matter, but they have low encumberance (3), full dual wielding with 3 attacks (remember each attack after the 1st on a unit lowers the defense of it by 1, so they don't need high att) and 17 defense that with the exception of a few nations and most certainly independants, would have a hard time to deal with.
With that kind of resources you could have an army of 20 turn 1, and 2 turns later probably 20 more. And with such low initial cost their upkeep is low for being a stealth unit.
Just something to consider on the stealth units.
Edit: Just noticed they were sacred too. So throw Quickness on them with a +4 Defense for a 9 Water blessing and they are very nearly Vans with a grillion attacks for 16 gold and 4 resources.
Edit: I just noticed that you said in your post that RS units don't rout? At all? Or are you just going to make them have a high morale so that represents the amount of conviction they have towards their god?
DO they just die if they retreat? Or am I reading more into that, (if so, that could be RS's total fall, not being able to rout would be a huge weakness vs fear units and terror. Ermor and C'tis would invariably make them run and hide under their fancy dresses )
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Hmm... well, the monks are sacred, which limits production to maybe 5/turn... I could even make them capitol only. The sai gives +3 defense each. The blind monks will certainly be capitol-only. Normal, non-blind monks only have 5 protection, meaning they fall to archers just like flagellants... which also get 2 attacks and have low encumbrance... but are cheaper. Monks (except blind monk) are not very good against armored opponents, though, unless you give them Fire 9=)
As for not routing... I would love to make RS units that rout commit seppuku if they pass a morale throw=) But actually, I was just kidding.
I'll look into the monk costs - they may be too low.
Kristoffer:
Thanks for posting that chart! I'll use it as a guideline.
-Cherry
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January 9th, 2004, 03:10 AM
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Re: CherryMod Thread
I'm thinking of potential exploitation and is in no way trying to say not to do them  As you should know Cherrypie.
As for sacred, yes that can limit it. At maximum 10 a turn for 160 Gold, 40 Resources.
Hrm. I am still wondering I'd have to do tests to look at it. I tried a similiar type of 'abuse' of bless effects with Battle Vestals which failed based on their stats. But this has a powerful set of stats and you may be able to make it work.
We'll just have to see eh? I also like having multiple sacred units, though I don't know if it should be particularly common ones like monks.
Edit: Flags are not stealthy. That is where my thinking is. It is relatively easy for a human sized unit (no special archer orders, except for closest, rearmost) to avoid archers, especially if you know how, so I wouldn't use that as an excuse, plus the fact that a Staff of Storms or less likely Arrow Fend can almost totally counter missile fire.
[ January 09, 2004, 02:14: Message edited by: Zen ]
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January 9th, 2004, 09:26 AM
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Major General
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Re: CherryMod Thread
Quote:
Originally posted by Zen:
I'm thinking of potential exploitation and is in no way trying to say not to do them As you should know Cherrypie.
[clip]
Edit: Flags are not stealthy. That is where my thinking is. It is relatively easy for a human sized unit (no special archer orders, except for closest, rearmost) to avoid archers, especially if you know how, so I wouldn't use that as an excuse, plus the fact that a Staff of Storms or less likely Arrow Fend can almost totally counter missile fire.
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Ok you're being pretty persuasive. Not with the arrow stuff - I've never seen a fight during a storm so I can't comment - but I had kind of put sacred on because it seemed appropriate, and forgot to adjust the price accordingly.
Hmm... well there are a couple of solutions... I could, for example, make the unarmed monks sacred and the armed monks non-sacred, and since the majority of the defense comes from dual-wielding weapon-catching sais (3 def each), those monks would not be bless-abusable. "Holy Monks" and "Combat Monks", as it were.
Alternately... since as it stands they ARE stealthy, ambidextrous, and sacred (half upkeep, let's not forget), I bumped the price from 16 to 22, added +2 resource cost (to reflect a lifetime of training), and bumped the (capitol-only) blind monk to 32.
I also changed (made worse) a few of the armor stats, weakened the peasant (to more accurately reflect their ability to use a farm tool as a weapon) and militia, and lowered the attack of the medium and heavy samurai to reflect their encumbrance. These were because... well... RS was kind of dominating the combat sim in the Last test. Also, I wanted to ensure the units were in accordance with KO's guidelines.
Here are the revised stats:
New Unit:
RS Peasant (Base creature: RS Peasant)
HP: 7 Str: 7
Prot: 0 Att: 6
Mrl: 6 Def: 5
Mrst: 9 Prec: 9
Enc: 7 AP: 6
Weapons: Kama
Items: Straw Hat
Gold: 3 Res: 1
********************************
New Unit:
RS Militia (Base creature: RS Militia)
HP: 8 Str: 9
Prot: 4 Att: 8
Mrl: 7 Def: 8
Mrst: 9 Prec: 9
Enc: 5 AP: 8
Weapons: Te Yari
Items: Hachi, Leather Cuirass
Gold: 6 Res: 4
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New Unit:
RS Ronin Thug Nunchaku (Base creature: RS Ronin Thug)
HP: 10 Str: 10
Prot: 7 Att: 11
Mrl: 9 Def: 10
Mrst: 10 Prec: 10
Enc: 4 AP: 11
Ambidextrous 2
Weapons: Nunchaku, Nunchaku
Items: Hachi, Tatami Do
Gold: 6 Res: 1
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New Unit:
RS Ronin Thug Wakizashi (Base creature: RS Ronin Thug)
HP: 10 Str: 10
Prot: 7 Att: 11
Mrl: 9 Def: 12
Mrst: 10 Prec: 10
Enc: 4 AP: 11
Ambidextrous 2
Weapons: Wakizashi, Tanto
Items: Hachi, Tatami Do
Gold: 6 Res: 1
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New Unit:
RS Ronin (Base creature: RS Ronin)
HP: 10 Str: 10
Prot: 11 Att: 11
Mrl: 14 Def: 13
Mrst: 10 Prec: 10
Enc: 5 AP: 10
Weapons: Katana
Items: Wakizashi, Kabuto, Haramaki Do
Gold: 8 Res: 4
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New Unit:
RS Yari Ashigaru (Base creature: RS Ashigaru)
HP: 10 Str: 10
Prot: 7 Att: 10
Mrl: 9 Def: 9
Mrst: 10 Prec: 10
Enc: 4 AP: 11
Weapons: Su Yari
Items: Hachi, Tatami Do
Gold: 9 Res: 9
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New Unit:
RS Samurai Archer (Base creature: RS Samurai Archer)
HP: 10 Str: 10
Prot: 8 Att: 10
Mrl: 10 Def: 12
Mrst: 10 Prec: 11
Enc: 4 AP: 11
Weapons: Wakizashi, Yumi
Items: Hachi, Mougami Do
Gold: 10 Res: 14
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New Unit:
RS Yari Samurai (Base creature: RS Light Samurai)
HP: 10 Str: 10
Prot: 10 Att: 11
Mrl: 11 Def: 10
Mrst: 10 Prec: 10
Enc: 5 AP: 10
Weapons: Su Yari
Items: Hachi, Haramaki Do
Gold: 12 Res: 14
********************************
New Unit:
RS Light Samurai (Base creature: RS Light Samurai)
HP: 10 Str: 10
Prot: 10 Att: 11
Mrl: 11 Def: 13
Mrst: 10 Prec: 10
Enc: 5 AP: 10
Weapons: Katana
Items: Wakizashi, Hachi, Haramaki Do
Gold: 12 Res: 21
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New Unit:
RS Nodachi Samurai (Base creature: RS Light Samurai)
HP: 10 Str: 10
Prot: 11 Att: 11
Mrl: 11 Def: 11
Mrst: 10 Prec: 10
Enc: 5 AP: 10
Weapons: Nodachi
Items: Kabuto, Haramaki Do
Gold: 12 Res: 24
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New Unit:
RS Samurai (Base creature: RS Samurai)
HP: 11 Str: 10
Prot: 14 Att: 10
Mrl: 11 Def: 12
Mrst: 10 Prec: 9
Enc: 6 AP: 9
Weapons: Katana
Items: Wakizashi, Kabuto, Nuinobe Do
Gold: 13 Res: 29
********************************
New Unit:
RS Naginata Samurai (Base creature: RS Samurai)
HP: 11 Str: 10
Prot: 14 Att: 10
Mrl: 11 Def: 9
Mrst: 10 Prec: 9
Enc: 6 AP: 9
Weapons: Naginata
Items: Kabuto, Nuinobe Do
Gold: 13 Res: 25
********************************
New Unit:
RS Heavy Samurai (Base creature: RS Heavy Samurai)
HP: 11 Str: 11
Prot: 17 Att: 10
Mrl: 12 Def: 11
Mrst: 10 Prec: 8
Enc: 7 AP: 8
Weapons: Katana
Items: Wakizashi, Kabuto, Yukino****a Do
Gold: 14 Res: 34
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New Unit:
RS Heavy Naginata Samurai (Base creature: RS Heavy Samurai)
HP: 11 Str: 11
Prot: 17 Att: 10
Mrl: 12 Def: 8
Mrst: 10 Prec: 8
Enc: 7 AP: 8
Weapons: Naginata
Items: Kabuto, Yukino****a Do
Gold: 14 Res: 30
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New Unit:
RS Elite Samurai (Base creature: RS Elite Samurai)
HP: 11 Str: 11
Prot: 14 Att: 11
Mrl: 13 Def: 12
Mrst: 11 Prec: 10
Enc: 6 AP: 10
Ambidextrous 3
Weapons: Katana, Wakizashi
Items: Kabuto, Nuinobe Do
Gold: 16 Res: 29
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New Unit:
RS Samurai Cavalry (Base creature: RS Samurai Cavalry)
HP: 13 Str: 11
Prot: 17 Att: 11
Mrl: 12 Def: 14
Mrst: 11 Prec: 8
Enc: 5 AP: 20
Mounted
Weapons: Katana, Hoof
Items: Wakizashi, Kabuto, Yukino****a Do
Gold: 30 Res: 42
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New Unit:
RS Horse Archer (Base creature: RS Horse Archer)
HP: 12 Str: 11
Prot: 10 Att: 11
Mrl: 11 Def: 13
Mrst: 10 Prec: 11
Enc: 4 AP: 24
Mounted
Weapons: Te Yari, Daikyu, Hoof
Items: Hachi, Haramaki Do
Gold: 25 Res: 14
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New Unit:
RS Blind Monk (Base creature: RS Blind Monk)
HP: 9 Str: 10
Prot: 11 Att: 13
Mrl: 14 Def: 16
Mrst: 14 Prec: 4
Enc: 3 AP: 8
Sacred
Weapons: Iron Fist, Iron Fist, Kick
Items: Robe
Gold: 32 Res: 12
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New Unit:
RS Monk (Base creature: RS Monk)
HP: 10 Str: 10
Prot: 5 Att: 11
Mrl: 14 Def: 13
Mrst: 13 Prec: 10
Enc: 3 AP: 12
Sacred, Stealthy 0, Ambidextrous 2
Weapons: Knife Hand, Nerve Strike, Kick
Items: Robe
Gold: 22 Res: 3
********************************
New Unit:
RS Monk Bo (Base creature: RS Monk)
HP: 10 Str: 10
Prot: 5 Att: 11
Mrl: 14 Def: 15
Mrst: 13 Prec: 10
Enc: 3 AP: 12
Sacred, Stealthy 0, Ambidextrous 2
Weapons: Bo, Kick
Items: Robe
Gold: 22 Res: 3
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New Unit:
RS Monk Sai (Base creature: RS Monk)
HP: 10 Str: 10
Prot: 5 Att: 11
Mrl: 14 Def: 17
Mrst: 13 Prec: 10
Enc: 3 AP: 12
Sacred, Stealthy 0, Ambidextrous 2
Weapons: Sai, Sai, Kick
Items: Robe
Gold: 22 Res: 6
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New Unit:
RS Ninja (Base creature: RS Ninja)
HP: 10 Str: 10
Prot: 3 Att: 11
Mrl: 12 Def: 16
Mrst: 10 Prec: 11
Enc: 3 AP: 12
Stealthy 20, Ambidextrous 2
Weapons: Ninja to, Sai, Shuriken
Items: Ninja Garb, Kote
Gold: 20 Res: 10
********************************
New Unit:
RS Monk Commander (Base creature: RS Monk Commander)
HP: 10 Str: 11
Prot: 5 Att: 11
Mrl: 14 Def: 15
Mrst: 13 Prec: 10
Enc: 3 AP: 12
Sacred, Stealthy 0, Ambidextrous 3
Magic: Holy 2
Weapons: Bo, Kick
Items: Robe
Gold: 50 Res: 1
********************************
New Unit:
RS Shinto Master (Base creature: RS Shinto Master)
HP: 10 Str: 10
Prot: 1 Att: 11
Mrl: 14 Def: 15
Mrst: 15 Prec: 10
Enc: 3 AP: 12
Sacred
Magic: Holy 3
Weapons: Bo, Kick
Items: Robe
Gold: 60 Res: 1
********************************
New Unit:
RS Samurai Commander (Base creature: RS Samurai Commander)
HP: 12 Str: 10
Prot: 17 Att: 12
Mrl: 13 Def: 11
Mrst: 11 Prec: 11
Enc: 7 AP: 9
Ambidextrous 3
Weapons: Katana, Wakizashi
Items: Kabuto, Yukino****a Do
Gold: 30 Res: 34
********************************
New Unit:
RS Mounted Commander (Base creature: RS Mounted Commander)
HP: 13 Str: 10
Prot: 10 Att: 12
Mrl: 13 Def: 16
Mrst: 11 Prec: 12
Enc: 4 AP: 26
Mounted
Weapons: Katana, Daikyu, Hoof
Items: Wakizashi, Hachi, Haramaki Do
Gold: 50 Res: 23
********************************
New Unit:
RS Daimyo (Base creature: RS Daimyo)
HP: 14 Str: 11
Prot: 17 Att: 12
Mrl: 16 Def: 16
Mrst: 11 Prec: 8
Enc: 5 AP: 22
Ambidextrous 3, Mounted
Weapons: Katana, Wakizashi, Hoof
Items: Kabuto, Yukino****a Do
Gold: 100 Res: 42
********************************
New Unit:
RS Sword Saint (Base creature: RS Sword Saint)
HP: 12 Str: 12
Prot: 1 Att: 15
Mrl: 15 Def: 15
Mrst: 13 Prec: 11
Enc: 3 AP: 12
Sacred
Magic: Holy 2
Weapons: Nodachi
Items: Robe
Gold: 60 Res: 11
********************************
New Unit:
RS Geisha (Base creature: RS Geisha)
HP: 9 Str: 9
Prot: 0 Att: 9
Mrl: 12 Def: 7
Mrst: 11 Prec: 10
Enc: 4 AP: 10
Seductress, Stealthy 40
Weapons: Tessen, Kansashi
Gold: 60 Res: 1
********************************
New Unit:
RS Shinobi (Base creature: RS Shinobi)
HP: 10 Str: 10
Prot: 3 Att: 11
Mrl: 10 Def: 13
Mrst: 10 Prec: 11
Enc: 3 AP: 13
Spy, Stealthy 30, Ambidextrous 2
Weapons: Ninja to, Tanto, Blowgun
Items: Ninja Garb, Kote
Gold: 35 Res: 9
********************************
New Unit:
RS Ninja Assassin (Base creature: RS Ninja Assassin)
HP: 10 Str: 10
Prot: 3 Att: 12
Mrl: 12 Def: 13
Mrst: 11 Prec: 11
Enc: 3 AP: 13
Assassin, Stealthy 25, Ambidextrous 2
Weapons: Ninja to, Poison Dagger, Shuriken
Items: Ninja Garb, Kote
Gold: 50 Res: 8
********************************
New Unit:
RS Ninja of the Sacred Flame (Base creature: RS Ninja of the Sacred Flame)
HP: 11 Str: 11
Prot: 3 Att: 14
Mrl: 14 Def: 14
Mrst: 14 Prec: 11
Enc: 3 AP: 12
Resistances:
Fire: 100 Cold: 0
Shock: 0 Poison: 0
Assassin, Sacred, Stealthy 30, Ambidextrous 2
Magic: Fire 2
Weapons: Ninja to, Poison Dagger, Enchanted Shuriken
Items: Ninja Garb, Kote
Gold: 130 Res: 8
********************************
New Unit:
RS Death Ninja (Base creature: RS Death Ninja)
HP: 10 Str: 10
Prot: 3 Att: 12
Mrl: 13 Def: 13
Mrst: 12 Prec: 11
Enc: 3 AP: 12
Assassin, Stealthy 30, Ambidextrous 2, Fear -4
Magic: Death 1
Weapons: Ninja to, Poison Dagger, Shuriken
Items: Ninja Garb, Kote
Gold: 80 Res: 8
********************************
New Unit:
RS Ninja Master (Base creature: RS Ninja Master)
HP: 10 Str: 11
Prot: 3 Att: 13
Mrl: 14 Def: 14
Mrst: 13 Prec: 11
Enc: 3 AP: 12
Assassin, Stealthy 35, Ambidextrous 2
Magic: Fire 1, Random 1
Weapons: Ninja to, Ninja to, Shuriken
Items: Ninja Garb, Kote
Gold: 120 Res: 11
********************************
New Unit:
RS Wise Man (Base creature: RS Wise Man)
HP: 7 Str: 8
Prot: 0 Att: 8
Mrl: 10 Def: 6
Mrst: 16 Prec: 9
Enc: 5 AP: 8
Amphibian 2
Magic: Water 2, Nature 1, Random 2
Weapons: Fist
Gold: 220 Res: 1
********************************
New Unit:
RS Himura Battosai (Base creature: RS Himura Battosai)
HP: 11 Str: 12
Prot: 1 Att: 19
Mrl: 18 Def: 18
Mrst: 13 Prec: 10
Enc: 2 AP: 42
Hero, Assassin, Stealthy 20, Air Shield 50
Magic Quickness, Quickness 75
Weapons: Battosai no Katana
Items: Robe, Godlike Speed
********************************
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January 9th, 2004, 09:59 AM
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Sergeant
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Re: CherryMod Thread
I must say the new costs seem rather better balanced... I have no problem with a race that get super units (giants do, after all, or Ulm) if the costs are balanced.
Regarding my concern about daimyo's stats, I didn't doubt that you arrived by them honstly, I ust feared they were too good for the price. I see you have adjusted the price up, which is good.
By the way, how well do they do against, say, Ulm's Black Lord ? He is still quite a bit more expensive, which is normal (lance, shield, better prot), So I hope he kicks their ***
I still have some concern regarding peasants. I am not saying their price doesn't reflect their value, because it does; but a 3 gold 1 ress unit could still lead to abuse, I fear. Even in an average castle, you could easily recruit 50 of them with that province's income. They'd make good units for a siege, perfect arrow fodder, they could easily soften the enemy quite a bit (by tiring his heavy infantry  ). They would also make great AI deterrent (WOW, he's got HUGE armies, let's not attack). Perhaps they should leave after a fight like gladiators and your ronins ?
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