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August 1st, 2004, 01:41 AM
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Lieutenant General
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Join Date: May 2004
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Re: Draconian Mod Under construction
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August 1st, 2004, 11:53 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: Draconian Mod Under construction
maybe you can give dragons a very high gold cost to balance them, something like 800-1100 gold. It might be thematic, after all dragons are known from their love of traesures. They may lend their help to the draconian race for huge soms of gold.
Also you might want to consider a small HP increase to all units/comanders (accompanied by some small increase in cost).
I suppose a draconian race should be physically strong.
looking forward to your complete mod
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August 1st, 2004, 06:37 PM
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Second Lieutenant
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Re: Draconian Mod Under construction
Boron
I'm not sure if it's possible to give a specific nation some specific spells yet, I'm gonna check when I'm home. Still alot of modding codes aren't avaible at the moment :/...So some of the things I have to add when Illwinter patches Dom2 (I hope they release another patch soon with some cool codes).
You convinced me to put the dragons into the nation, atleast to see how it works.
1. The dragons gonna be expensive.
2. Only recruitable in the capitol.
3. Not stronger than the Pretender dragons.
Also I was thinking of making Pseudo-dragons (a lá BGII ^_^) Some very cute-pink-fluffy-bunny-like , very weak creatures with blur...only I thought, dunno if I'm gonna make them.
Quote:
finally if you plan in future a second mod :
if adding a theme is possible you could add the following theme :
corrupted & broken draconian empire :
there an evil dracolich pretender has taken over the draconian empire . now all draconians became undead and demoniac spoiled by the evil aura of the dracolich pretender god .
now the elemental dragons from base draconian nation are replaced by undead dragon/draconians , undead draco lichs and demon dragons/draconians .
they focus on blood + death
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Hehehe...I had the same toughts when i started this mod ....when it's possible and I finished this one, i'll add it as a theme
best regards
Thilock
[ August 01, 2004, 17:37: Message edited by: Thilock_Dominus ]
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August 1st, 2004, 06:42 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
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Re: Draconian Mod Under construction
Quote:
Originally posted by izaqyos:
maybe you can give dragons a very high gold cost to balance them, something like 800-1100 gold. It might be thematic, after all dragons are known from their love of traesures. They may lend their help to the draconian race for huge soms of gold.
Also you might want to consider a small HP increase to all units/comanders (accompanied by some small increase in cost).
I suppose a draconian race should be physically strong.
looking forward to your complete mod
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Tahnks
The standard Draconian gonna have HP: 14 and str: 12, magic Usersand priest a little less, heroes and commanders a bit more. You think it need more?
best regards
Thilock
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August 1st, 2004, 07:27 PM
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Second Lieutenant
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Re: Draconian Mod Under construction
What weaknesses does this race have?
I can see gold cost as being the major one, but that's about it.
Is it really necessary to have their mages be amongst the most powerful in the game? Their most basic mage is quite powerful already, and they have a staggering THREE top-tier mages.
How many other nations have access to lvl 3 (excluding holy) in three different magic paths, with NONE of those mages being capital only?
And the arcane changeling effectively gives them access to all paths of magic. Way, way too powerful.
At the very least, you should remove the astral mage. Having lvl 3 in astral is not 'a little astral' like you say in your first post. Fire and air is plenty, and astral mages are very common anyway.
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August 1st, 2004, 07:50 PM
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Second Lieutenant
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Re: Draconian Mod Under construction
Quote:
Originally posted by Sandman:
[QB] What weaknesses does this race have?
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1. Expensive units/commanders
2. No archers.
3. No mounting/Cavalry.
4. Only one kind of units uses shield.
5. Units don't wear helmets execpt commanders which can forge them, but none at the start.
6. Some of the units are restricted to the capitol.
7. Can't command undead units.
Quote:
Is it really necessary to have their mages be amongst the most powerful in the game? Their most basic mage is quite powerful already, and they have a staggering THREE top-tier mages.
How many other nations have access to lvl 3 (excluding holy) in three different magic paths, with NONE of those mages being capital only?
And the arcane changeling effectively gives them access to all paths of magic. Way, way too powerful.
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It's already taken care off, It's an "old" list. I'll post a newer one soon.
About the 'Arcane Changeling', the six random is limited to the elements (No death, nature or astral) and are limited to recruitable in the capitol. I think it is one of the funniest creation I came up with. You buy something and don't know which magic paths it will have
Also it's more expensive than shown in the 'old' list.
best regards
Thilock
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August 1st, 2004, 10:17 PM
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National Security Advisor
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Re: Draconian Mod Under construction
Quote:
Originally posted by Thilock_Dominus:
1. Expensive units/commanders
2. No archers.
3. No mounting/Cavalry.
4. Only one kind of units uses shield.
5. Units don't wear helmets execpt commanders which can forge them, but none at the start.
6. Some of the units are restricted to the capitol.
7. Can't command undead units.
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3. They have fliers. What do you need cavalry for?
4. Shield is slight prot/def. bonus plus prot. versus missiles. Scales are small prot. bonus, air magic in general is great against enemy missiles. Even without using storm you can cast Arrow Fend.
5. Helmet is small armor boost, scales are small armor boost. No helmets and no shields have slight effect together even over scales, but commanders unable to wield helmets would be much better restriction IMO.
6 and 7: This is the basic way! Normally the most powerful mages and/or units (often these are sacred) are restricted to capitol, and no nation except for few special ones have or should have undead commanders for free.
Having no access to either Death or Blood prevents them from commanding undead and demons, but how would they get them in the first place? And pretender having Death 4 can summon Revenants (D1), give them skull staff and skullface (+D * 2) and summon Mound King to lead the units...
Also, what was the nation you are replacing? C'tis, Caelum, Jotunheim, Ermor and maybe few others have special units available from the spell Reanimation. (Broken Emp.) Ermor always reanimates
longdead velites and/or legionaires, Jotunheim undead giants half the time, Caelum and C'tis sometimes but I'm not sure about the exact number.
Might be the same ½ as with Jotuns. Soulless from Carrion Reanimation are affected too, atleast when playing Jotunheim. Then you have all giants.
Quote:
About the 'Arcane Changeling', the six random is limited to the elements (No death, nature or astral) and are limited to recruitable in the capitol. I think it is one of the funniest creation I came up with. You buy something and don't know which magic paths it will have
Also it's more expensive than shown in the 'old' list.
best regards
Thilock
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Six randoms in four paths of magic? He ALWAYS has ATLEAST 2211, often three in one and you can reliably get 4 at mid- to late game. Also, you need maximum of 3 for elem. magic booster, and so can easily forge Staff of Elemental Masteries... And find all the elemental sites!
I have studied my Randoms -mathbook, and would post the spesific numbers if I were able to calculate them. No luck yet. However, 4 randoms would be much, and even 3 would fill the part you gave for them. Take a look at Arco Mystics.
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August 2nd, 2004, 12:34 AM
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Lieutenant General
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Re: Draconian Mod Under construction
lets just wait until the first beta comes out
after that i suggest you make a new thread where balance issues can be stated
Quote:
Originally posted by Endoperez :
Six randoms in four paths of magic? He ALWAYS has ATLEAST 2211, often three in one and you can reliably get 4 at mid- to late game. Also, you need maximum of 3 for elem. magic booster, and so can easily forge Staff of Elemental Masteries... And find all the elemental sites!
I have studied my Randoms -mathbook, and would post the spesific numbers if I were able to calculate them. No luck yet. However, 4 randoms would be much, and even 3 would fill the part you gave for them. Take a look at Arco Mystics.
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6 randoms might be a bit high yeah . but if they have "only" access to elemental magic and are capitol only perhaps not too strong .
a "trick" to make you chose could be giving them really the 6 elemental randoms but only a base research of 1-2 .
so you have to chose whether you gamble for e.g. air 4 or you want research .
as soon as you find sages this is of course rather unimportant . but you can't 100% rely on sages .
but just lets see how the mod turns out in the beta Version . still strong looking forward to the first beta
if serious imbalances become obvious they still can be changed after the beta by e.g. reducing the randoms to 4 and giving 2 base paths e.g. EW .
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August 2nd, 2004, 12:44 AM
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Sergeant
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Join Date: Apr 2004
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Re: Draconian Mod Under construction
Obviously there's really been no attempt to balance this mod. I don't think he's trying to make the race playable in multiplayer... obviously his units are too cheap, too powerful, and too versitile. Clearly this is a single-player race to be played for fun.
If that wasn't the intention, then I would point out that the race is terribly unbalanced. It surpases or equals several races in their "theme". It's a more powerful astral nation than Arcoscephale. It's a better flying nation than Caelum. It has better random magic than Tiern Chi S&A.
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August 2nd, 2004, 01:05 AM
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Lieutenant General
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Re: Draconian Mod Under construction
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