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March 15th, 2005, 11:18 PM
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Second Lieutenant
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Join Date: Dec 2004
Location: BF Illinois
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Re: Persian Empire Mod (Beta)
He's size 3 riding a horse  40 might be a bit much though--he originally had 25 (dropping to 15 on dismount). I might go back to that. 40 is pretty heroic though.
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"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
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March 16th, 2005, 02:39 AM
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Second Lieutenant
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Persian Empire Mod: A few notes
I should've done this in the first post, but here are a few notes about the units in the mod for those of you not interested in reading the coding:
1. The Magus, Mobed, and Sha'ir have Elemental randoms, not full randoms.
2. The Mobed's random picks are linked (e.g. he will get 2F, 2A, 2W, or 2E but never a combination).
3. The national spell, Sanguine Heritage, takes 3 Astral and 3 Death to cast -- none of the national mages can cast it, so make a pretender that can or ignore the spell. The spell summons a Fravartin who, in turn, gathers Spectres. These are the stealth units of Persia.
4. Many of the units transform into others when they die.
Urvaram Aabi lose the abilities of Heal and Supply +20 among other things. They become immortal and gain several other personal abilities making them "better" as singular units but not nearly as good as a support unit.
Immortals transform into Aabi--their weapons are phantasmal and they lose their strength. They gain some abilities of the non-corporeal undead, however.
Satapatish also transform into Aabi, but they get a life drain attack instead of a phantasmal one.
The cavalry units will transform into similarly equipped infantry units upon their death--this is to simulate the death of the horse rather than the rider. I would have liked to make a probability of either complete death or dismount, but the game does not allow such things.
5. The priest/mages have special ranged or melee (Barshnuum) fire attacks. Zarathustra's (hero) attack is a Divine Armament which is supposed to cause 3x damage to demons and undead.
6. The Scythed Chariot is a very powerful commander that is probably best used as a stand-alone rather than a leader like the TC S&A Noble. It has a significant armament and is a size 5 trampler. It's resource cost of 59 is quite expensive, though.
7. Persian scouts are excellent bowment with 13 precision.
8. Units employing white horses are capitol only, but receive an AP and map move bonus.
9. All of the Persian forces have wasteland survival (a very valuable trait).
10. The rings possessed by the Magi are shields.
11. Typically, shield-wearing units do not have bows. However, it is possible to wield a bow while using a small shield. The traditional Persion Gerron is made out of wicker and is very light. It provides no protection, but does add defense. It's primary use (historically) was to deflect incoming arrows.
12. The basic gem income for Persia is 3F, 1N, 1S.
__________________
"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
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March 16th, 2005, 04:12 AM
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Second Lieutenant
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Join Date: Feb 2005
Location: Central Illinois
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Re: Persian Empire Mod: A few notes
Verjigorm, the deviation method is good, but you need to take out the outliers. . . The outliers are the units that nations recieve on the cheap. If you find the deviations for all of the units you used, they'll be the ones with the highest deviation from the mean. Like the Pythium thuerg, who is extra cheap. Remove these, and refigure your deviation. Use this new deviation as a guideline. . .
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March 16th, 2005, 05:12 AM
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Second Lieutenant
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Re: Persian Empire Mod: A few notes
Very nice ... I'll soon try it! and I'll add the link to this thread to the mods thread.
There are some minor small/capitals inconsistences (concerning Persia_banner end magus) that gives problems using Linux but can be easly fixed.
thank you for this mod
Liga
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March 16th, 2005, 04:05 PM
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Second Lieutenant
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Re: Persian Empire Mod: A few notes
My understanding of unit costs is that a basic human soldier costs 10 gold, and has 10 in nearly all their stats. Each +1 to a stat adds +1 to the gold cost, whilst any national bonuses (like Marignon's +1 morale) are free. The Ulmish Guardian has +4 morale, +2 attack, +2 hitpoints and +2 strength over a normal Ulmish soldier, and consequently costs 20 gold. Some units exceed or fall short of this system, of course. 'Hoplite' units (Arco, Machaka and Pangaea) have excellent stats for their gold cost, in particular.
With this system in mind, the cost of the Medean infantry should be 15 gold, and the Persian infantry 16 gold (I'm ignoring their +1 precision) This can be reduced further if they are considered to have a national bonus to their morale, as their description suggests.
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March 17th, 2005, 01:36 AM
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Second Lieutenant
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Join Date: Dec 2004
Location: BF Illinois
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Re: Persian Empire Mod: A few notes
I was basing the cost on deviation with an increase in cost per standard deviation from the mean. I've changed it to the standard as you mentioned--their costs are 14 and 15 gold respectively.
Liga -- I (hope) I've got all of the filenames hammered out now.
Many other changes made to numbers, costs, etc. See the initial post for an updated version and notes.
__________________
"Let your plans be dark and as impenetratable as night, and when you move, fall like a thunderbolt." -- Sun Tzu
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March 17th, 2005, 02:04 PM
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Major General
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Re: Persian Empire Mod: A few notes
Quote:
Verjigorm said:
Many other changes made to numbers, costs, etc. See the initial post for an updated version and notes.
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Please remember to change the version number in the .dm file when you update the mod. I took the liberty of bumping it to v0.2 on the copy I uploaded to the downloads page on my site. Also, you might want to consider changing the name of the mod to match your new banner. 
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March 17th, 2005, 11:57 AM
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National Security Advisor
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Re: Persian Empire Mod: A few notes
The order of commanders is not very good. I changed it to: scout, melee commander, mages from the cheapest to the most expensive. The new order is:
#addreccom 1670
#addreccom 1650
#addreccom 1669
#addreccom 1653
#addreccom 1654
#addreccom 1651
They have hard time casting their special spell, but I quess it could be done. I don't have time to test this fully, but the idea of multiple units who come back if killed is great.
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September 2nd, 2006, 02:05 PM
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Private
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Re: Persian Empire Mod: A few notes
Verjigorm im making a spartan mod would you mind if i borrow some of your units and/or edited them for my purpose ?
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September 12th, 2006, 07:53 PM
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Major
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Re: Persian Empire Mod: A few notes
Just tried this out, I like the mod, very interesting (and I totally dig the zoroasterian aspect of it.) The mages are a little costly for my tastes - for what they can do. (only the 425 gold mages get magic high enough to throw impressive evocations, and then only if you are lucky) The Cavalry are beautiful, I love that they become infantry when the horse is killed. makes them worth-while.
I really like the sacreds and what have you as well - I like what they become.
Raterik's name doesn't match his description.
I can't tell if they are overpowered, it certainly "feels" that way to me, but I'm not sure why.
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