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  #1  
Old June 12th, 2004, 11:08 AM

Cohen Cohen is offline
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Default Re: Crusader MoD

Oks ...

I'll rezip that stuff and resend to Mose.
Effectively the zip jumped from 50kb to 123 kb ...
Probably something were missing.

[ June 12, 2004, 10:10: Message edited by: Cohen ]
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  #2  
Old June 13th, 2004, 01:15 AM

PDF PDF is offline
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Default Re: Crusader MoD

Just looked at the mod, some changes/corrections needed :
Bugs
- All tgas are duplicated in the zip, once with path from mods only (ie /Crusader), another with full path ("Program Files/etc but in Finnish ? )
- Ambidextrous is incorrectly spelled "ambidextrUOs" and should'nt work

Balance
- Footmen shouldn't be given Kite shields
- Getting Long bows and crossbowmen seems overdone IMHO. Anyway the armored LBs are too resource intensive to be useful as archers ...
- The nation looks quite close to Ulm, but with much better priests . Maybe they should also get Resources bonuses...
- Magic is very poor, I'm not sure they should fare better than basic Ulm after the few first turns... But well this is only intuition, I have to play them and test !
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  #3  
Old June 12th, 2004, 07:10 PM
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Default Re: Crusader MoD

Hi Cohen,

I really like the idea of this mod. It is currently extremely overpowered in several ways, though. You don't even need magic because many of these guys are SC's already.

Yes the images are mostly (but not all) duplicated in the patch under different path names.

One branch is under the Italian "Programmi" directory, which isn't right even for Italians, because they could install D2 under \giocchi or whatever.

All the images should be under /crusaders, and the user should install to his D2/mods directory, wherever that is.

There is a bug with the Black Knight. It was really funny though reading about the Phoenix Knight and how rightous he is. Then I read about the Black Knight and how rightous he is. Then I moved on to the third knight choice shown for pretender god and read "The Bog Mummy... etc."

I chose the actual Black Knight, and when I started my test game, was amused to find my pretender named The Black Knight appearing as a Dracolich in dragon form! He can change shape into the Black Knight however.

(BTW, I also got Erectus the Ermorian Velite with a horror helmet as a starting unit - but that's not your mod's fault - I used the Poke in the Eye map for my test! )

The resource costs are not following the Dominions 2 formulas. Some of the units seemed low in resource cost compared to units in the game. Someone has made a table of the resources for each item. However if you want to not follow those, that's ok (maybe crusaders are so devoted that they bring much of their own equipment).

I don't think the archers costs make them useless, because they aren't only archers, but secondary melee as well.

I think the fighting skills are way too high, and the costs for them too low, for the following units:

Swordmeister (WAY too good, especially for cost - he's as skilled as a Prince of Death pretender! -try Attack 13 and Def 13, and at least double cost)

Foot Knight skills are fine, but as an elite holy unit, cost should probably be higher - more like 30-40 gold)

Teutonic Knight - I would try to balance this against Black Templars from Iron Faith Ulm, which is essentially what these are. As you have them now, they are better than Ulm heroes (!) but are 50-gold units!

Brother of the Sword - Same comments as Teutonic Knight, but worse with magic sword etc. Their description says they have low magic resistance, but like the others, they have a 15 (very high!)

Templar Knight - Same comments as Teutonic Knight, but worse with fire immunity etc.

Hospitalier Knight - Same comments as Teutonic Knight, but worse with healing etc.

Hospitalier Meister - Lots of abilities combined there. I'd have him at 150 gold even if he just had the Earth 1 and attack/defense skills at 11 (not 15!) and Holy 2-3, and no recuperation, etc. If he should have all those abilities, he should cost a lot more if he is going to be balanced. I would expect this guy to mainly be used at home forging some items, anyway, rather than being used for his other abilities.

Hospitalier Keeper - Skills and costs are closer to balanced, if he didn't have Awe +3 or recuperation.

Teuton Commander - Attack and Defense 15 is PoD level...

Teuton Hochmeister - Skills at 17 are too high compared to other D2 units.

Teuton Standardbearer - Skills are in the mortal range, but should be curved as others.

Swordbearer Meister - Skills at 19 are too high compared to other D2 units. He should cost more than the others, since he has the best fighting skills. Description says he lacks MR but he has 15 (which is very high) like most others.

Ok, so assuming you want a mod that is sort of balanced and in line with existing units, instead of one where it's just "these guys are way better fighters than anyone else", I would apply the following curve to Attack and Defense skills of the existing units:

If you have the current skill at between X and Y and I recommend Z, I write X-Y -> Z. So:

10-11 -> 10
12-13 -> 11
14-15 -> 12
16-17 -> 13
18-19 -> 14
20-21 -> 15
22+ -> 16

Remember that the player can take Fire and Water on the pretender to get blessings for most of these units, dumping more on the skill. This is the way to get your holy uber units in D2, but you've already given them uber stats even before the holy effect.

Also very important are the Fear and Awe effects, which are very powerful effects, especially with most of the units having one or the other built-in.

I think they are thematic but I would limit them to fewer units, and greatly reduce their levels, and greatly increase the cost of the units that have them. Compare to other units like Medusa and Angels (Virtue pretender, even!) - these guys are just knights, so their Awe and Fear levels, if they have any at all, should be a lot less. Note too that the levels can be negative and still have a powerful effect.

Anyway, I really like the mod, and am looking forward to future Versions. I think even if you tone down the skills and abilities and multiply the costs, it will be a nice strong nation like Iron Faith but different (weaker magic, much stronger holy units and priests).

PvK
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  #4  
Old June 12th, 2004, 07:58 PM
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Default Re: Crusader MoD

Notes about the unit equipment.

I don't think having both longbows and crossbows is a problem.

I don't think having kite shields on footmen is a problem either for balance or theme.

I do think the longsword is a little too good. It's better at everything than a broadsword, which doesn't make sense. It's 7 2 1 3 vs. broadsword 6 0 1 2. I would suggest it should be more like either 6 1 0 2, or 7 0 0 2, or 6 0 -1 3, or 7 -1 -1 3.

Crusader sword is both described as a one-hander and a two-hander on different units. You give both 11 2 1 4. Great sword is 9 1 2 3. Halberd is 10 -1 -1 4. Enchanted Sword is 9 2 3 2. I would change it into two swords: Crusader Longsword at 9 1 1 2, and Crusader Greatsword at 11 2 1 3.

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  #5  
Old June 12th, 2004, 08:02 PM

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Default Re: Crusader MoD

I would strongly suspect that Cohen's units are all so grossly overpowered because of Cohen's endless griping about SCs. Thus, he wanted to make these guys capable of competing with them....and has created the monsters he loathes so much.

He who fights monsters should be careful that he does not become a monster.
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  #6  
Old June 12th, 2004, 08:49 PM
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Default Re: Crusader MoD

Not sure what the explanation is but yes many of the national units are SC pretender-class.

For the heck and novelty of it, I'm trying out the first several turns of the Poke in the Eye test game I started with it. Using hardly any tactics, no research, no magic items, no missile units. Just buying one of each of the commanders, and throwing them at the enemy. So far I've lost 3 shedu, the Velite commander, and one or two of the ordinary troops, but none of the good crusader units even have an afflcition. Two of the three remaining shedu have afflictions, but hey, I've got a crusader who can heal troops, so afflictions are no problemo. I don't really expect the six moloch province to be much problem, either.

Admittedly, the six shedu aren't part of the mod. I guess I'll retire them and just use the crusader units.

I've slain indy seven pretender units/commanders, and four armies.

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  #7  
Old June 12th, 2004, 09:05 PM
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Default Re: Crusader MoD

Graphics quibbles:

The spearman looks like he is carrying a pike and shield (spear too long).

The bowman looks like he has a shortbow, not a longbow (maybe just give him a shortbow).

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