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May 29th, 2007, 08:04 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Arga Dis, Blood and Bronze
Oh yeah, I meant to comment on the revised infantry.
I think you've done an amazing job of having lots of different kinds of infantry, which end up being really distinct and with very different purposes, and strengths and weaknesses. I wouldn't really have thought it was possible to make so many distinct kinds and keep them all interesting.
I think the orphans are much improved, by the way. They are vicious now, but sufficiently killable that they don't feel overpowered.
I think this is definitely now up there with UR and Vaettiheim as one of my favourite nation mods (I think probably this and UR have a little more polish, but I love goblins for some reason!). How is the new Vaetti stuff coming by the way? Really looking forward to seeing it.
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May 29th, 2007, 10:31 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: Arga Dis, Blood and Bronze
Interesting. I'll look at this more later - but I think the misborn are pretty useful as is - they are sacred so they are well suited to research and they are your only stealth units too. Maybe I need to change them though.
There are probably still another one or two units I could add to the nation, so a combt mage of some sort is not out of the question.
What's different about the PD? Is it too good?
The Vaetti stuff will probably be finished off next weekend. I can't do that much work on it during the week due to my job.
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May 30th, 2007, 07:02 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Thanked 855 Times in 291 Posts
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Re: Arga Dis, Blood and Bronze
Well, if you use them as scouts, they are extremely expensive. And as researchers they are still pretty expensive for what you get. Unless you take a magic scale, I'd say they're barely worth it. As it is, I would say a magic-3 scale is a necessity for Arga Dis, which is a bit strange.
You could perhaps leave them as they are, make them much cheaper and have them as interesting general purpose scout-mages. They could become assassins with a black heart, an occasional one might be useful in battle, some could be sent scouting, and the rest could be put on research. You could maybe give them spy abilities so they could incite unrest (skulking in the sewers setting up blood cults by spreading visions of Dis). Hmm, they could be really interesting multi-purpose units in that case. But you would definitely then need a separate combat mage/better researcher I think.
Incidentally I think the graphics for the misborn are awesome.
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May 31st, 2007, 01:21 AM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Thanked 3 Times in 2 Posts
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Re: Arga Dis, Blood and Bronze
Quote:
What's different about the PD? Is it too good?
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The PD is probably the best in the game. But that is a good thing. Every nation should have PD which is at least of this quality, IMO.
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June 5th, 2007, 11:48 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: Arga Dis, Blood and Bronze
If it's the best PD in the game, I'm going to tone it down, since incredible PD isn't supposed to be a feature of Arga Dis.
In the next version I'll add some nice new national heroes (A black Gilgan, a Gilgan Warrior, the sworn king of Arga,.. maybe a seer with some astral magic). I'll also make sure the mod is linux friendly, add a bit more magic to the misborn and add a helgrot scout unit.
Possibly this coming sunday.
At that point I'll consider making a CBM version of the mod too.
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June 6th, 2007, 04:08 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Thanked 855 Times in 291 Posts
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Re: Arga Dis, Blood and Bronze
I must say I didn't notice that the PD was particularly good. Probably needs some tests I guess.
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