.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old February 3rd, 2009, 12:58 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: Conceptual Balance Mod 1.41

I hear ya on this Dedas, but in a game of rocks scissors paper the answer is archers.

I think perhaps the answer is to bump the pikes cost up by 1-2, to correspond to the increased attack, or to lower the other units an equivalent amount.
Reply With Quote
  #2  
Old February 3rd, 2009, 01:45 PM
Dedas's Avatar

Dedas Dedas is offline
Lieutenant Colonel
 
Join Date: Nov 2005
Location: Lund, Sweden
Posts: 1,377
Thanks: 72
Thanked 25 Times in 20 Posts
Dedas is on a distinguished road
Default Re: Conceptual Balance Mod 1.41

Quote:
Originally Posted by chrispedersen View Post
I hear ya on this Dedas, but in a game of rocks scissors paper the answer is archers.

I think perhaps the answer is to bump the pikes cost up by 1-2, to correspond to the increased attack, or to lower the other units an equivalent amount.
Yes, I wish it was that simple. The thing is that CBM changes the whole weapon type 'pike'. That means other units in other nations as well (not many but a few). And if you change one thing you usually have to change another to keep balance. My point is that it is simpler to just revert back to the standard pike as it actually worked as it was intended. This whole "issue" and the fix was created by people wanting the pike to work against cavalry charges (just like in real life). The thing is that the current combat mechanics can't simulate that without causing problems in other parts, like the pikes balance against other weapons.
Reply With Quote
  #3  
Old February 3rd, 2009, 01:53 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Conceptual Balance Mod 1.41

Quote:
Originally Posted by Dedas View Post
My point is that it is simpler to just revert back to the standard pike as it actually worked as it was intended. This whole "issue" and the fix was created by people wanting the pike to work against cavalry charges (just like in real life). The thing is that the current combat mechanics can't simulate that without causing problems in other parts, like the pikes balance against other weapons.
I don't think the original pikes are worth buying at all. They aren't just competing with MA Ulm two handed weapon guys and hammer users (the hammer is a truly awful weapon), they're competing with other infantry and have high resource cost, no shield, mapmove 1 and so on.

Could you do a quick test for me? (I can't run dom3 right now) Set a pike unit to morale 30, att 30, def 1. Set an enemy unit to morale 2, att 30, prot and hp as high as possible. I just want to confirm 100% that the repel morale check comes before the prot check. I believe it does, but it would be nice to be certain. By using those settings you would expect the attacking unit to be repelled every time. If he isn't repelled then it's down to his prot.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:58 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.