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  #1  
Old July 1st, 2007, 07:20 AM

Sombre Sombre is offline
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Default Re: Skaven Nation. Warhammer based.

After a bit more testing and playing around, I've made some changes which will be in the next version.

Chieftan - Now only summons slave allies. The autosummoned clanrat was making him hard to use as a scout and was a bit odd.

Warlord - Now only summons clanrat allies, no 1 autosummoned stormvermin per month.

Packmaster - Now summons 4 and not 5 giant rats. Price slightly up, chance of blood magic slightly up.

Master Moulder - Now summons only one Rat Ogre ally, but is magically improved to encourage a bit of blood use.

Plague Priest - No more plague weapon. Slightly improved magic chances. Summons 3 not 4 plague monk allies. The Chantor also has slightly improved magic chances.

Warlock - No more summon allies. Slightly cheaper.

Warlock Engineer - No more summon allies. Slightly cheaper.


I have changed the summong spells so warlocks and engineers can summon either small groups of globadiers/warpfire throwers or larger groups, depending on skill. This should encourage gem gathering and research.

I have also added a new summon for pestilens plague priests - Pestilens Plague Rats - you get 3 of them for 5 death gems, they look identical to moulder giant rats, but they have a secret payload - a plague inflicting bite attack. Mix them in and surprise your friends ;]

There are two new combat spells - warp lightning and the more powerful 'powered warp lightning'. These are low level, easy casting requirement spells that do high damage. The problem is the need 1 and 2 earth gems respectively and are very unreliable.

I've also added in the screaming bell with a placeholder graphic, as a construction summon at level 8. It's pretty badass, but the balance might be way off and the graphic doesn't look too good.

I've actually decided I like the warlock and engineer graphics, so I'll just clean them up a bit and they'll stay roughly the same in future versions. Not sure about the chantor.

I'll upload 0.3 after a bit more testing today. Maybe in a couple of hours. Let me know about anything before then and I'll probably fix it.
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Old July 1st, 2007, 08:43 AM
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Baneslave Baneslave is offline
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Default Re: Skaven Nation. Warhammer based.

I haven't downloaded any versions yet, so I am waiting 0.3 eagerly. I just hope that I remember to download it later.

Great work this far.
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Old July 1st, 2007, 11:40 AM

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Default Re: Skaven Nation. Warhammer based.

Updated to v0.3 See first post for attachment.
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Old July 1st, 2007, 12:17 PM
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Kristoffer O Kristoffer O is offline
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Default Re: Skaven Nation. Warhammer based.

Just a general consideration about autosummons and why I said they are powerful:

1 castle building 1 autosummoning commander each months gives:
15 critters in 5 months of active summoning.
55 critters in 10 months.
120 critters in 15 months.
210 critters in 20 months.

Make these critters warpfire throwers
High upkeep is probably a neccessity.

Imagine having two castles As skaven it will be instrumental to get a second castle ASAP. The second one can make moulders with giant rats to complement the warpfirethrowers.

And you need to get a whole bunch of indie commanders, as you can't afford moving your troops with your skaven commanders. They have summoning work to do

---

I'll do some more testing. I know enough now to decide on a strategy and not just recruiting one of every kind

Interesting to test some warp lightning as well.

---

To anyone familiar with Warhammer. I recommend this mod. It is a lot of fun and you get quite nostalgic .

Now I want my darkelves . I had a miniature chimeara in my dark elf army that I was quite fond of. Never got me a war hydra, but that should be easy to fix in a mod
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Old July 1st, 2007, 01:16 PM

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Default Re: Skaven Nation. Warhammer based.

Dark Elves, eh? They have some potentially very interesting and powerful units like Witch Elves, Cold One Knights and if I remember correctly a WS-8 assassin.

They're on my list. Next Warhammer nation I do will probably be Dwarfs or Ogres. Very different and interesting races, though without the crazy variety of the Skaven.
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Old July 1st, 2007, 03:14 PM
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Default Re: Skaven Nation. Warhammer based.

So I played through about 35 turns against Vanheim & Agartha on a no-indep Silent Seas using a POD pretender. I rolled Agartha over like nobody's business. Vanheim took a bit longer, but I decided to change tactics to mix things up a bit, build temples everywhere, and spit out plague chantors/priests. I then stealthpreached, and won by dom kill. Keep in mind this is concerning v0.2.

First thoughts: Graphically, I think everything looks quite nice. I like the variety and flavor of the troops.
Like KO, I found it difficult to pick what to recruit. I eventually tried 10-20 of everything. Though I didn't bother with the blood school of spells at all. Research also proved rather unnecessary, I didn't bother with much of anything past level 3. Shadow bolt, terror, and globadiers were the sought after spells here.

May be helpful: Commanders that I mostly used, were Packmasters, and Master Moulders. Units that I eventually stuck by, were the globadiers, rat ogres, giant rats, and most of all gutter runners.

More specific thoughts:
1. Rat Ogres and Giant rats are great flankers, with 17 ap. I imagine archer based armies would have a lot to contend with.

2. Skavenslaves are manacled, at least they appear to have both hands and feet, bound together. (They're also weak and malnourished). Yet they move at ap 15, like most every other skaven. Perhaps they should be a bit slower? (ap 12?)

3. Rat Ogres are great (Possibly too great). With plenty of health, multiple highly damaging attacks, and the berserker quality, your Skaven morale problems (along with a host of other problems) are solved in one unit. Is there a reason they have a special bite/claw weapon that does more damage than the standard bite and claw weapons?

Downtweak commentary:
Your v0.3 downtweak of one rat ogre per summon allies instead of two, seems like it will do the trick. Though perhaps getting rid of their special bite/claw weapons might be a good idea too.

4. Eshin Gutter Runners aren't just great (They seem incredibly overpowered). They start off with high attack/defense and high stealth as is to be expected of an elite stealth troop. Their powerful dual melee attacks are overshadowed by their shuriken. It seems somewhat strange that the shuriken are a strength based ranged weapon? So their 9 strength adds to the damage. That seems most odd? So it's quite deadly in itself (it can kill a lightly armoured man in one hit), then the strong (15!) points of poison tacked on is pretty incredible too. The fact that they get 2 attacks, and then another 2 exacerbates the issue. With giant rat chaff, and rat ogres for arrow absorbtion/dealing with high prot units, no enemy army stood a chance. On top of all that, they have siegebonus 3! So hiding from them in a fort does you no good. 15 gold seems a real pittance for what you get.

Suggested nerf:
Increase gold cost, and change the shuriken to dt_cap damage (so it only does 1 damage at most), this will make it realistic, a shuriken may strike you in the face/neck if you're unprotected, or may just bounce off a shield. Either way it won't do too much damage (1 hp) unless you lose an eye. The strong poison can then be left to do the real damage. As for the gutter blade, strong poison seems a bit much on a multiple use weapon. Unless it's a magical weapon (I'm not much up to date on warhammer lore), any weapon that hits creature after creature shouldn't deliver significant amounts of strong poison time after time, swing after swing.

5. Like KO mentioned, the plague ability. I noticed it quickly and was terrified of using the commander in combat. I imagined it would wipe out my own sizeable army. You seem to have fixed that in v0.3

6. I like the Assassin, though the spy ability seems almost extraneous for a 150 gold unit. It seems quite balanced and useful nonetheless.

7. It seems like after the first 3/4 turns I stopped using skaven slaves completely. Giants rats took over the chaff role effectively (despite their morale problems). This may not be what you want, though I think it's good that there are multiple chaff options.

Overall, it was a fun nation to try, possessing graphical and descriptive consistency. Though as is to be expected, it will need some balancing. I look forward to future versions.

Also, can't wait for dwarves and chaos.
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Old July 1st, 2007, 04:20 PM

CelestialGoblyn CelestialGoblyn is offline
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Default Re: Skaven Nation. Warhammer based.

I just downloaded and don't even have time to test it fully, but...
Wow. Great work on graphics, perhaps better than the original Dominions 3.
Awesome mages, there's going to be a lot of fun with this.
I'll let you know when I take this nation for a full test drive
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Old July 1st, 2007, 05:00 PM
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Default Re: Skaven Nation. Warhammer based.

Now I've tried 0.3 some.

I still got caught up in the summoning swamp Only researched thau 1 and evo 3. My prince of death just walked around with his armies and couldn't cast a single spell.

I found that I didn't recruit any troops at all, so no gutter runners for me. I spent all my money on Warlords, moulders and castles and then new warlords (some occasional other commanders). I got myself indie commandes to move troops with (feels a bit silly, but it bugged me when I had to stop summoning units). I only used my warlords to move troops when i accidentally had too much chaff.

I thought I was invincible, but with 4 mighty AI's it became hard when Machaka attacked me with even more chaff. Fortunately I spawned troops faster then he got them to the front. But, then an unforseen problem emerged. Maintenance. With Machakas advance my own expansion stopped and my army still grew. I found myself unable to recruit commanders unless I alchemized. And my maintenance continued to grow (as did my army). I find myself unable to start a research, as I can't generate money, and I can't stop getting chaff that costs maintainance. I should get some plague censers and put my warlords in their midst.

The other balancing factor I discovered were the cave fortresses. In most provinces skaven build 1200 castles. Thats good. I still managed to get 5 new ones rather early, but it made my expansion somewhat slower. I built mainly in forests, as they got 800 hillforts there.

I entirely avoided censer bearers after I played a short game where my armies and commanders got annihilated by my own poison . I got the doom-bell-hero in that game. Hoped he would become unequally obese, but no such luck

I got a most amazing assassin prophet, fat as Butterbean (he got himself the heroic obesity), Inberke by name. Eshin assassins are good, very good. They have higher att and def skills than most heroes and more than any recruitable unit I know of. Vanadrotdts got 14-16 right ? What will you do when you make dark elf assassins with WS9 ? Eshin only has 6 IIRC.

I also find it a bit strange that the assassins can instill uprisnings.

At first I was ipressed with the skavenslaves and thought that they were the way to go, but I soon realized they they were chaff. The chieftains summoning is probably not an issue. Warlords might be (each warlord generates 32 gold each turn) as clanrats with falchions are quite useful. Since they have high AP they do not suffer that bad from routs (and they do rout).

Turn 36 or something (spring year 3):
6 forts (and one lost to machaka)
27 warlords - 108 clanrats generated
4 chieftains - ? skaven slaves
6 master moulder - 6 rat ogres
1 moulder - 4 giant rats
1 plague priest - 3 pestilence clan
1 Warlock
5 assassins
a handful of other commanders to move troops

Income 1169
Maintainance 876 and growing

Machakas Manticore with Blade Wind is my main concern atm.

BTW - skavenslaves are quite resistant to area attacks . Only one of the three slaves get hit by each area attack.
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