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July 18th, 2004, 01:27 AM
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Join Date: Jul 2004
Location: bayreuth germany
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Re: Orcish Empire
hi folks, thanks for ur replies. the thing was, i wanted to change almost every race into dwarves, elves, humans and so on... with changing independents too. but after developing the orcs, i hadnt enough time for going on. i have 2 weeks of university left, then i have vacation for 2 month... so i think in that time i will do some more stuff.
The thing was, that i never wanted to fight against the other races originally in dominions 2
some things u mentioned i just forgot to implement or just werent even possible in Version 2.08 ... if someone of u has some time and fells like doing it, he could change the stats to a "realistic" scale compared to the other nations, so u could mix them.
see u all
__________________
---Life tastes good---
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July 17th, 2004, 03:33 PM
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Join Date: Nov 2000
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Re: Orcish Empire
Quote:
Originally posted by Boron:
what i myself like quite much too is the black moon chronicles mod with the empire of lyhn and the knights of the light . i think this mod is quite balanced too .
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The Black Moon Chronicles mod isn't particularly balanced. The Empire's mages are all severely underpriced, as a mage with 2 in one path and 1 in another should cost 140 gold. A random 4 mage should definetly be more than 150 gold.
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July 17th, 2004, 06:15 PM
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National Security Advisor
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Re: Orcish Empire
Quote:
Originally posted by weiSsi:
... if someone of u has some time and fells like doing it, he could change the stats to a "realistic" scale compared to the other nations, so u could mix them.
see u all
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I'll give a shot at this.
A difficulty with replacing all the nations is that there are still thousands of units and equipment which will still exist as independents, mercenaries, summons, items, etc., which would take a long time to remove, unless perhaps you design a map which is meant to be completely used up by starting provinces, or has all modded independents, and you also edit the spell list, etc. Not to mention that spell effects can't be modded and are based on the existing units' values. It's much easier to balance things to the existing system.
PvK
[ July 17, 2004, 17:19: Message edited by: PvK ]
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July 17th, 2004, 08:15 PM
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National Security Advisor
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Join Date: Dec 1999
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Re: Orcish Empire
Shall I correct the spelling etc. too, or is that "thematic" because orcs can't spell well?
PvK
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July 17th, 2004, 08:30 PM
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Re: Orcish Empire
Quote:
Originally posted by Graeme Dice:
A random 4 mage should definetly be more than 150 gold.
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Actually, a random-4 mage, with the sage research bonus, does happen to be precisely $150. That's what the Loremaster is, and that just happens to be how much he costs.
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July 17th, 2004, 09:06 PM
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Re: Orcish Empire
Quote:
Originally posted by Norfleet:
That's what the Loremaster is, and that just happens to be how much he costs.
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Sure, the loremaster costs that, but they are also a very rare magic site. It's not like you can build them anywhere.
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July 17th, 2004, 09:11 PM
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Re: Orcish Empire
Quote:
Originally posted by Graeme Dice:
Sure, the loremaster costs that, but they are also a very rare magic site. It's not like you can build them anywhere.
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IIRC, in IW's formula for unit costs, unit build location doesn't factor into it. Whether it should is a seperate debate.
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