.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 October 20th, 2009, 02:59 PM

kianduatha kianduatha is offline
Second Lieutenant
 
Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
kianduatha is on a distinguished road
Default Re: Warhammer Dwarfs, balancetest version 0.6

I think that mapmove 2 is thematically awesome, but makes balance kinda iffy. If your mapmove 2 units are 'good enough' to get the job done, you'll almost never recruit the MM1 ones. So you just use crossbowmen and (heavy)clansdwarfs. It might make sense to make your crossbowmen have MM1, but the standard melee keep at 2. Of course, that just tips the scales towards using indy archers/rangers. Actually, I'm kinda okay with the rangers option. Rangers and miners are your scouts/raiders/forward armies, and then you have these clunking armies coming up behind.

On a somewhat related note, I finally realized the real point of Hammers: they only have 3 encumbrance. I'm sure that can be leveraged somewhat hilariously.

I think it might be a bit more appropriate to benchmark Dwarves against, say, Shinuyama's combat strength. I'll try to run some tests later.

By the way, I don't really understand why Distill Flame/Distill Thunder are in Alteration. It sounds prettymuch exactly like Construction.
Reply With Quote
  #2  
Old October 20th, 2009, 03:16 PM
Burnsaber's Avatar

Burnsaber Burnsaber is offline
Colonel
 
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
Burnsaber is on a distinguished road
Default Re: Warhammer Dwarfs, balancetest version 0.6

@Stavis_L

Since when has that command been available? I feel so old now.

Well, as much as I'd like to give it, it doesn't really matter since I can't give it anyway (becuase then Ulm would look even more suck in comparison).

Damn you Ulm :shakes fist:!

Quote:
Originally Posted by kianduatha View Post
By the way, I don't really understand why Distill Flame/Distill Thunder are in Alteration. It sounds pretty much exactly like Construction.
For the same reason that I went to so extreme lenghts to try to make Anvils of Doom into sensible enchantment summons. Construction is a absolute no-brainer for this nation (that's okay thought, there always has to be a favourite). Adding your national summons to construction would just be a boring case of "getting your cake and eating it too". IMHO summons/national spells are a lot more intresting if they are sprinkled all over the research screen, makes you think since you need to "sacrifice" your research a bit to get them. As a added bonus, this "sacrifice" often might make you miss the optimal spells and perhaps encourage to use the less-optimal ones in some crazy fashion.

I'll change the description and try to really emphasize the "Distilling" process in the description. They also could be in Enchantment (as the other "runic" stuff), if I ever need to give the player a nudge to go into that direction.

On another vain, I was thinking the exact same thing about making Cbows into MM 1. Thematically, I think I might make the basic Clansdwarf and Clansdwarf Cbow MM1 by giving them a bit "militia" feel. Heavy Clansdwarf and Arbalests could stick to their MM2 (since their equipment requires more training, they are a bit more professional soldiers).
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.

If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.

Last edited by Burnsaber; October 20th, 2009 at 03:24 PM..
Reply With Quote
  #3  
Old October 20th, 2009, 04:46 PM
Stavis_L's Avatar

Stavis_L Stavis_L is offline
Second Lieutenant
 
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
Stavis_L is on a distinguished road
Default Re: Warhammer Dwarfs, balancetest version 0.6

Quote:
Originally Posted by Burnsaber View Post
@Stavis_L

Since when has that command been available? I feel so old now.

Well, as much as I'd like to give it, it doesn't really matter since I can't give it anyway (becuase then Ulm would look even more suck in comparison).
Not positive, but I believe only in 3.23, so you haven't been missing it for very long. Lots of new modding love added in the last couple of patches; worth revisiting the modding manual if you haven't in a while :-) Or, see my post to the modding shortlist comments thread for ones that (at least according to the manual) have been added (relatively) recently (since last time the shortlist was updated, anyway.)

BTW - if you overwrote Ulm, you'd also get to use their nametype (*tempt tempt*)
Reply With Quote
Reply

Bookmarks

Tags
dwarf, warhammer


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 12:01 AM.


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