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April 17th, 2007, 11:14 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Modding Idea List
Just making sure we're on the same page. You could have a nation that has a 120g sacred mage who can research up a storm, but they might also start with little gem production, have poor sacreds, rampant old age problems and be crippled by a low admin startfort.
Sometimes you have to consider the nation as a whole. That's harder than following a forumla. On the other hand, following a rough forumla does make balancing a lot easier.
I think we agree on what needs to be done for balance, so I'd be happy for you to comment on my mods. Other people might not see eye to eye with you, buyt they're putting their work in a public forum, so I think it's fair to comment on theirs too. Look foward to seeing what you have to say :]
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April 17th, 2007, 11:18 PM
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Second Lieutenant
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Join Date: May 2006
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Re: Modding Idea List
I'll look into it. I think I'll refrain from talking about others' mods, since I'm already getting comments... ah well.
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April 17th, 2007, 11:22 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Modding Idea List
Well, not everyone knows what the cheapest 6rp mage in dom3 is, or how much an oldage sacred caster with 3 paths of fire and 2 of water should generally cost. Nothing wrong with information sharing, but you can't act like people are clueless for not knowing stuff like that.
I have only been playing dom3 for a comparatively short amount of time. I enjoy modding and I'd like to make balanced nations, but my expertise is limited by lack of experience. I know virtually nothing about the lategame of clams and gem hoarding, spamming summons etc for instance.
It's theoretically possible to give people balance suggestions without offending them too ;]
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April 17th, 2007, 11:37 PM
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Second Lieutenant
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Join Date: May 2006
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Re: Modding Idea List
Theoretically, I guess. *sigh* It's just what does or does not offend me is not what offends most people, and so I generally step on people's toes without realizing it.
I don't mind if people don't know. However, I would like to point out here that there was a formula posted on IW's site for Dom2 on how to calculate a mage cost. And, while far from perfect, it did get you 'in the ballpark'.
And you can always do research. Let's see, you want a sacred mage that has 6rp, right? Okay, well, let's see, Mictlan gets that, with Holy-2 besides, but they're about 220g and have old age issues. And they're capital-only, for the most part. But hey, there are also the Theurgs, who are 150g, 6 rp, and Sacred. They also have Old Age problems. So probably somewhere between those two would be okay.
This shows you my thought processes when making a mage. Use already existing mages as a base, then tweak from there.
Edit: There's also the idea that 3 in one path and 1 in another path is worth 'more' than 2 in each of two paths. See, I see these kinds of things when I play through the game, and I ask these kinds of questions (like, "Why is this mage so much more expensive than this one?"). Don't most people?
Do you see what I mean?
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April 17th, 2007, 11:46 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Modding Idea List
Well it seems like you have a better idea of balance than most and I think that's useful
There are always things that one person finds easy to spot and other people find hard. A few modders here are very good at graphics, others couldn't get that good if they practised every day. Some people know a lot about history and languages, some are more interested in working out whether order misfortune or turmoil luck gives a better income on average after 50 turns.
Best to combine our strengths, I reckon, and without toe stepping, if possible.
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April 18th, 2007, 12:01 AM
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Second Lieutenant
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Join Date: May 2006
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Re: Modding Idea List
Heh. Yes, I freely admit I have no talent at art. (I tried, too!) I see myself as an analytical problem-solver, and so I tend to approach everything like that.
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April 18th, 2007, 12:50 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Modding Idea List
Mods can always be rebalanced post-development.
I have a long-running intention to do some extensive playtesting on the existing new-nation mods, and see if I can get them all fairly balanced against eachother.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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