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November 23rd, 2006, 09:11 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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Re: New Nation: Kharam Dzu
It's true that, in spite of the odd math, the nation does not seem unbalanced. The unit that presently worries me is the crossbowman - who will also do very bad things to elephants, by and by.
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November 23rd, 2006, 10:54 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: New Nation: Kharam Dzu
I was hoping the dwarves would come out from under the iron boot of the Vanir in a mod, and it's nice to see that they have. Even better, they're pirates, so what's not to like? great job! I'll definitely be downloading this one.
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November 24th, 2006, 06:54 PM
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Sergeant
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Join Date: Jan 2006
Posts: 216
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Re: New Nation: Kharam Dzu
DrPraetorious, the repeater crossbowmen can still be shot to death just as easily as the other dwarves and decent flying troops could cause them serious trouble.
HoneyBadger, let me know what you like and dislike once you've loaded it up and played a bit.
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November 25th, 2006, 05:00 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: New Nation: Kharam Dzu
It might be a little while, I've got a lot on my plate right now (something like 6 mod nations, plus work, plus the holidays etc), but definitely will do, Zepath. Hmmm might get to it tonight...
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December 2nd, 2006, 11:22 PM
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Corporal
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Join Date: Oct 2006
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Re: New Nation: Kharam Dzu
I have been playing around with this mod a lot recently and I thought I would give some feedback.
First are good things: To begin with the core idea is super awesome. I mean, dwarf pirates??? I love the national heroes, your idea to make a couple of immobile ones was great! I like your unit concepts allot, they fit in very well with the theme and are fun to use. I think the art is very good as well, and basically it is just a high quality mod.
This does not mean it is perfect, and personally I found it to be slightly unbalanced. These are the things I noted, and I offer my suggestions below
Chaplains- are very very very strong. for 150g and 3r you get a mage that gets 2 random picks in fire earth or death, this alone is not overpowered but the fact that they are level two priests makes them REALLY good. I think that having the chaplain be such a good priest takes away from the pirate flavor. My feelings on this would be to either make the chaplain holy 1, or to make a new holy 1 priest and bump the chaplain up in cost, or to take away the chaplain's magic and create a new dwarf mage unit.
Angel Killers- I think these are over powered because their sword is armor piercing, I think flavor wise it would make more sense to make the weapon magic. I also would increase gold cost by about 5.
buccaneers- since dwarves are size 1 and 5 of them fit into a square the berserk 2 is devastating, I would bring it to berserk 1
balloonist- 1 air and 1 astral gem a turn seems a little much, I would do air only.
overall- I think I would replace death magic with air magic for a more consistent flavor.
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January 14th, 2007, 06:09 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Kharam Dzu
Ok, this is really late, but...
I think the guys in the diving armor are fantastic.
All the units are good, for that matter, although if I could request, either a Nemo Pretender in a Nautilus, or a Nautilus high-level construction summon
I think it would be both appropriate and fun to include a reference to 20,000 leagues under the sea in this nation.
I forget if it's there, but if not, it'd be nice to see the Ancient Kraken as an alternate Pretender here too.
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January 15th, 2007, 04:01 AM
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Sergeant
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Join Date: Jan 2006
Posts: 216
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Re: Kharam Dzu
HoneyBadger, I'm glad you like 'em. When I conceived of this nation of dwarven pirates the image of first generation diving gear immediately came to mind. As a result this nation is probably a little out of place even in the Late Ages, but the dwarves are always supposed to have a leg-up (or keg-up perhaps) in the realm of technology. Equipping them with 18th or 19th century-esque accessories seemed right. I've put aside my nation mods while working on Nova Deus and this on could really use an update... Great idea on the Nautilus, btw!
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