.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 August 11th, 2009, 11:28 AM

mehrunes_dagon mehrunes_dagon is offline
Corporal
 
Join Date: Dec 2006
Location: Jotunheim
Posts: 66
Thanks: 7
Thanked 7 Times in 7 Posts
mehrunes_dagon is on a distinguished road
Exclamation Re: MA al-Nadim - The thousand and one nights (Feature completish, playtest now!)

elmokki, will you please replace all backward slashes to forward slashes in .dm file, to let linux/macos playtesters join windoze p[laytesters in playtestin

ps Summary/briefin is jagged and partially unreadable on my computer due to lots of spaces you inserted
Reply With Quote
  #2  
Old September 7th, 2009, 12:05 PM

elmokki elmokki is offline
Second Lieutenant
 
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
elmokki is on a distinguished road
Default Re: MA al-Nadim - The thousand and one nights (0.85, finally.)

I finally bothered to make an update. I forgot to fix the nation summary text, but it can wait.

The balance changes should be somewhat drastic.

With scimitars losing a point of defence pretty much all units lose one point of defence and along with their other nerf dervishes are losing a total of 3 defence. This might be a bit drastic, but playtesting will show if dervishes need their base defence 3 back or if the scimitars need their defence back.

Making Grand Viziers capital only fits very well thematically, as the nation should be somewhat centered on the Bejeweled City. From a game balance viewpoint this gave the normal viziers a need for buff, which +1F should do fine. I deemed the gold cost reduction of the mystics a must for anyone to actually recruit them. Still, at 90 gold they might be slightly too cheap, especially as they are not supposed to be communion slaves for the grand viziers. Alchemists should be more interesting now, as a player has to decide if he wants a powerful priest, a powerful battle mage or a powerful researcher/magic diversifier from his capital each turn.

But well, playtest and tell me what you think. My goal is to make al-Nadim balanced enough to be a viable multiplayer nation.
Code:
0.85
- Fixed the djinn summons.
- Made the djinn summons more expensive and slightly higher (4, 5 and 8 from 3, 4 and 7) on the conjuration tree.
- Made Grand Vizier capital only
- Gave +1 Fire to Vizier and +20 gold to price (now 140 gold)
- Made mystic cheaper (was 120 gold, now 90 gold)
- Lowered dervish base defence (13 -> 12)
- Moved a point of defence from scimitar to damage (from 5-1-1-2 to 6-1-0-2)
- Changed \ to / so penguin people can play too!
File itself is available at the first post.

In other news, if I bother to make a LA al-Nadim, it will most definately be less Ottoman Empire and more lovecraftian than I first thought.
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 04:35 AM.


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