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  #1  
Old June 20th, 2011, 08:35 AM
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Default Re: Balance mod project

More or less survivable is all a matter of their pricing. Realism > arbitary balance in a game like this anyway. At least to me.

Incidentally, something about the katana: http://www.youtube.com/watch?v=XLWzH...eature=related
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Old June 21st, 2011, 12:45 AM

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Default Re: Balance mod project

Well, I certainly wasn't making the argument that katana are magically awesome weapons or anything :P I don't think anyone here would make that argument. The only argument I'm making is that Jomon with nerfed infantry seems like an unnecessary nerf, especially since they weren't that amazing to begin with. Vanilla jomon for example is pretty bad at expanding because they don't have any survivable units they can recruit, and everything that they can recruit takes a lot of resources even so. So they lose tons of units expanding and have to replace them.

As far as the video goes I'm not sure it's entirely accurate. In any case I've just seen some videos of katana cutting through steel pipes, sheets of metal, and japanese steel helmets well enough, along with various other objects. So while it may not be a wonder weapon, it also isn't an atrocious one. If I were to stat a Katana in dominions I would probably put them at 6/2/2/3 (vs a broadsword at 6/0/1/2), which is one less attack and one more length as compared to how illwinter did it. Mainly because a two-handed katana is a much faster of a weapon than a 1-handed broadsword is. I'm not sure I disagree with 3 attack though. If you compare the two and consider the samurai isn't using a shield, I think that's pretty fair really...

Counter-link http://www.youtube.com/watch?v=EDkoj932YFo
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Old June 21st, 2011, 10:55 AM
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Default Re: Balance mod project

Quote:
Originally Posted by Adept View Post
More or less survivable is all a matter of their pricing. Realism > arbitary balance in a game like this anyway. At least to me.

Incidentally, something about the katana: http://www.youtube.com/watch?v=XLWzH...eature=related
Realism? in a fantasy game? What about the Oni throwing fireballs?

Wow that dude is irritating. Spends more time talking about other swords than the katanas. A well random internet experts.
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Old July 19th, 2011, 06:33 AM
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Default Re: Balance mod project

[quote=Soyweiser;779246]
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Originally Posted by Adept View Post
More or less
Wow that dude is irritating. Spends more time talking about other swords than the katanas. A well random internet experts.
With the exception that Lloyd is an actual expert, not some random dude spouting nonesense on the internet.

As for balancing, Jomon is getting balanced by the same cost -> skill equations as everything else, and same goes for the oriental weapons. If they need more oomph, that can be done by adjusting the mages and priests, not by having unbalancedly skilled and cheap (in gold) troops.
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Old June 21st, 2011, 04:03 PM
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Default Re: Balance mod project

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Originally Posted by Adept View Post
More or less survivable is all a matter of their pricing. Realism > arbitary balance in a game like this anyway. At least to me.
Wasn't the title of this thread 'balance mod project'? Not 'historicity mod project'?

Anyway, if you're going to go down that road...

-Ashigaru should cost 0g. Equipment is paid for in resources (check), and the troops were paid in food (supplies, check). Actually paying money and upkeep on Ashigaru is even less historical than whatever 'silly' stats katana have, since weapons stats are entirely arbitrary.

-Giving jomon troops less hp than other nations is silly.

-I dunno what you find so silly about stats. Samurai are equivalent to knights, which tend to have 12/12 att/def. Elite samurai could certainly be even better than that, so 13/13 isn't so out of the question. The difference is that most of jomon's lineup is entirely 'elite' troops plus conscripted militia, which is weird from a modern perspective but historically describes a number of armies quite well. (see most armies of the early middle ages).

(FWIW, since all katana are master crafted, the appropriate benchmark of comparison probably isn't standard weapons, but magic weapons, where its 3 att 2 def doesn't look too out of place at all.)
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Old June 21st, 2011, 04:10 PM

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Default Re: Balance mod project

While we're on the subject of realism, given that spiders can only really move by pumping blood into their legs... giant spiders are incredibly unrealistic as moving creatures and should definitely be made immobile.

Also given that Jomon's currency of the time was food, wouldn't it make more sense if all of jomon's units cost 0 gold?
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