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June 18th, 2004, 08:46 PM
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Sergeant
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Re: Golden Age Arcoscephale
While I'm not an expert on Golden Era, and I know the main subject are wind riders, I think you could have taken a better approach to myrmidons. Myrmidons are supposed to be soldiers who always follow their superior's orders (I don't know if that definition evolved in time or was a trait that the classic mythological myrmidons had). I think they should be given 50 morale to make them powerful tanks. I think a strategy would be to have myrmidon stand in front of the battle with attack closest, while chariots in the back hold and attack. The myrmidon fight enemy infantry to a standstill, since they are powerful defensively that way and still have crap attacks. When the chariots move out, they get to make their attack before the enemy could respond, since this is a turnbased game and they've already wasted a round of swings on your rock hard myrmidon.
On the issue of Wind Riders, we musn't forget that they can fly AND have a lance. Doesn't that make them similar to a nuclear warhead against spell dependent SC's?
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June 18th, 2004, 08:58 PM
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Re: Golden Age Arcoscephale
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On the issue of Wind Riders, we musn't forget that they can fly AND have a lance. Doesn't that make them similar to a nuclear warhead against spell dependent SC's?
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Most SC's are erthreal or wear a robe of erthrealness, so it's not as effective as it would first seem. But yes, they still pretty good in that role.
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While I'm not an expert on Golden Era, and I know the main subject are wind riders, I think you could have taken a better approach to myrmidons. Myrmidons are supposed to be soldiers who always follow their superior's orders (I don't know if that definition evolved in time or was a trait that the classic mythological myrmidons had). I think they should be given 50 morale to make them powerful tanks.
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I agree somewhat with your logic here. My concept of a myrmidon is an elite, skilled, brave warrior... who unfortunately has a crappy sword and antique armor. I gave them a fairly significant morale boost as it is. I think the developers want to reserve ultra-high morale for mindless units such as undead... and berserkers. I had toyed with giving the myrmidons a berserker flag, but didn't feel it was either needed or appropriate to the theme.
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June 18th, 2004, 09:10 PM
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Second Lieutenant
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Join Date: Feb 2004
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Re: Golden Age Arcoscephale
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Originally posted by HotNifeThruButr:
Myrmidons are supposed to be soldiers who always follow their superior's orders (I don't know if that definition evolved in time or was a trait that the classic mythological myrmidons had).
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IIRC, the Myrmidons in Greek myth were a Groups of soldiers who were turned into humans from ants (hence the "Myr" prefix). This would explain their extremely good morale and discipline.
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I think they should be given 50 morale to make them powerful tanks. I think a strategy would be to have myrmidon stand in front of the battle with attack closest, while chariots in the back hold and attack. The myrmidon fight enemy infantry to a standstill, since they are powerful defensively that way and still have crap attacks.
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An increase in morale would be good, but 50 is far too high. That is Mindless level, IIRC. I can't recall any normal troops that have morale higher than 15. Giving them a 14 or 15 morale I think would be just as good as 50, and be believable.
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When the chariots move out, they get to make their attack before the enemy could respond, since this is a turnbased game and they've already wasted a round of swings on your rock hard myrmidon.
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I don't use Chariots, so I don't know how to evaluate this.
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On the issue of Wind Riders, we musn't forget that they can fly AND have a lance. Doesn't that make them similar to a nuclear warhead against spell dependent SC's?
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Not particularly. It does make them extremely powerful against troops in general, though. When you consider they have _3_ attacks, and they fly, a Fire blessing in particular sounds like it would be devastating. IME, they are, if deployed in enough numbers (say, 10+). You could use a Moloch with your starting troops to take out provinces until they come on-line. It sounds like a beginning strategy to me.
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Scott Hebert
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June 18th, 2004, 09:15 PM
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Major General
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Re: Golden Age Arcoscephale
If you gave them 50 morale, they would also dissolve when they lost their commander.
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June 18th, 2004, 10:23 PM
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Re: Golden Age Arcoscephale
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Originally posted by Blitz:
You are definately right about awe having diminishing returns, but as you know it's incredibly powerful against independants and many nationals. I'm playing a game in another window now and my small group of 4 wind lords are doing very well in early expansion. Without awe they die far too easily for a 125 gold unit.
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As I've thought about it more (as work grinds on) I have come up with the conclusion that Wind Riders would benefit from:
Round Shield -> Kite Shield (+1 Prot, +1 Def, Harder to nail with Missile Weapons)
Hit Points 13 -> 15 (Based on Knights)
Strength 11 -> 12 (Again Based on Knights)
This, IMO makes them more in line with the rest of the units (Knights Mostly). Would I buy them now? Probably not. But they are slightly more survivable.
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And you are definately right about the Wind Lord resembling Vans (and Tuatha), but if you are going to give them magic, but not air... then what? After all, it's a Wind Lord =). I'm not sure any of the other paths would be appropriate for thematic reasons. The new lords are pretty damn impressive. I've only recruited one, and he's easily as good as a Vanadrott... but obviously a Hangadrott (with soul vortex), or Tuatha (regeneration, elemental fortitude) is going to be better at the same price. The WL does fly with a lance and awe, however. I was hesitant to make him as powerful as either of the existing air SC's, and purposely overcosted him in relation.
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I just don't want it to turn into the 'Vanheim - Arco' which is what it feels like if you gave the Wind Lord 2A. I don't actually feel like the Wind Lord needs to be any more 'magical'. Maybe the Icarian Commander should have 2 Earth?
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June 18th, 2004, 10:58 PM
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Sergeant
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Join Date: Apr 2004
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Re: Golden Age Arcoscephale
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This, IMO makes them more in line with the rest of the units (Knights Mostly). Would I buy them now? Probably not. But they are slightly more survivable.
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I understand the concept of taking baby steps in a mod, and not completely changing the way the theme plays... but I wasn't really going for slightly more survivable. I'd really like to bring the wind riders up to their comparably costed peers (Neifel Giant, Black hunter). I like the kite shield idea, but it's a little like giving the myrmidions broad swords. Is it play balanced? Probably. But there weren't broad swords back in ancient greece, and things like that are important to the developers. We've seen lots of examples where play balance was sacrificed for cosmetic or accuracy reasons. I'd like to keep the weaponry and armor as is, and look at other ways to improve the units.
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I just don't want it to turn into the 'Vanheim - Arco' which is what it feels like if you gave the Wind Lord 2A. I don't actually feel like the Wind Lord needs to be any more 'magical'.
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Aside from the similarities to drotts, there's also a very important balancing concern. In the game I've been running all day, I've pretty well stopped making any units aside from Wind Lords. They are everywhere, with flying and cloud trapeeze. They don't seem to die when given even the simplest gear (I gave most of them luck pendant and barkskin amulet). Even at 400 gold, it's probably too powerful a unit to include in the mod, which is too bad as I've become quite fond of them. The issue of the synergy between a recruitable SC and the power of the priestess is also a little troubling.
What would you think of giving them both air and earth level 1? Obviously this allows both ironskin and mirror image, but not mistform and cloud trapeeze. It's similar, but different than Drotts and Tuathas.
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I just don't want it to turn into the 'Vanheim - Arco' which is what it feels like if you gave the Wind Lord 2A. I don't actually feel like the Wind Lord needs to be any more 'magical'. Maybe the Icarian Commander should have 2 Earth?
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Well you would have to raise his cost considerably, as he'd be a pretty solid little SC in his own right (summon earthpower/ironskin/attack rear). There is also the possibility of modding either the Skeptic or Engineer. Giving engineers EEE would really open up the construction summons, and you'd have a lot easier access to mechanical men and the like. Of course you could argue that this too is too Vanheimish I guess. It would also solve the very annoying problem of engineers always being active when you use the (N)ext commander hotkey.
There's definately a lot you can do with the skeptic and engineer within the bounds of the mod. Both look reasonably mage-like, and changing the name and stats is trivial. Unfortunately we're never going to get more than 2 people to agree on what such hypothetical mage should look like, but I'm open to suggestions.
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June 18th, 2004, 11:30 PM
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Re: Golden Age Arcoscephale
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Originally posted by Blitz:
I understand the concept of taking baby steps in a mod, and not completely changing the way the theme plays... but I wasn't really going for slightly more survivable. I'd really like to bring the wind riders up to their comparably costed peers (Neifel Giant, Black hunter). I like the kite shield idea, but it's a little like giving the myrmidions broad swords. Is it play balanced? Probably. But there weren't broad swords back in ancient greece, and things like that are important to the developers. We've seen lots of examples where play balance was sacrificed for cosmetic or accuracy reasons. I'd like to keep the weaponry and armor as is, and look at other ways to improve the units.
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You can't compare them to Niefel Giants, even though they are comparable costwise. Why? Because Giants and Niefelhiem in particular are built that way and they need the survivability of the Niefel Giant (Even though they are not build very frequently). Black Hunters run into a different issue. If they didn't have Sacred Black Spiders when they died, they wouldn't be in the same class as 'cost-effectiveness'. And neither Niefels nor Black Spiders can fly, thus the flying unit has to be weaker because of the huge advantage of flying both tactically and strategically.
If you don't like changing the weaponry, then you can just modify the base stats. This isn't going to help against missiles, but maybe that is okay
HP 13 > 15
Defense 14 (base) > 15 (Total Defense 17)
Strength 11 > 12
Cost 125 > 115 Gold
Now. Those again are minor changes. But lets see the impact as the game progresses:
Protection (the spell) = 23 Prot
5 Stars Exp = 22 Defense (nothing to sneeze at)
Now they may be worth it, if equipped with a decent blessing. And at least some small form of Air is probabaly key for initial expansion.
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The issue of the synergy between a recruitable SC and the power of the priestess is also a little troubling.
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This is exactly why you wouldn't want to. Imagine having Neifel Jarls with Arco? Not pretty, which is exactly what you are promoting here.
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What would you think of giving them both air and earth level 1? Obviously this allows both ironskin and mirror image, but not mistform and cloud trapeeze. It's similar, but different than Drotts and Tuathas.
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Quite honestly I wouldn't want to kill diversity so very much. Just give the exact changes that I gave to the normal Wind Lord to the commander and he'd still be fine. Having magic casting power on a mounted unit is great, but I don't think it should be given to flying mounted commanders.
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Well you would have to raise his cost considerably, as he'd be a pretty solid little SC in his own right (summon earthpower/ironskin/attack rear).
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The more I thought about it, the less I liked it. What I ended up thinking would be good for Icarian's (and commanders) is giving them a Javelin. Suddenly you have a Air mobile missile squad. It makes their quick strike capability enough that you would consider using them for their fragility (also gives them time to soften up their opponents before they get slaughtered).
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There's definately a lot you can do with the skeptic and engineer within the bounds of the mod. Both look reasonably mage-like, and changing the name and stats is trivial. Unfortunately we're never going to get more than 2 people to agree on what such hypothetical mage should look like, but I'm open to suggestions.
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If you could unrestrict the philosopher from the capital they would be fine. And have the engineer given either a Forge bonus (Cruel fate, no magic but can forge well. Hello Forge of the Ancients) and perhaps a Bonus to Alchemy akin to an Alchemist.
It wouldn't make the Skeptic any more attractive, but I think he's fine as he is, even with crappy stealth.
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