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July 17th, 2004, 12:21 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: Orcish Empire
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July 17th, 2004, 01:34 AM
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Sergeant
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Join Date: Mar 2004
Location: cali
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Re: Orcish Empire
To the mod creator: I am currently well into production of my own orc mod, and right now the only real holdup is creation of orc sprites (im modifying existing ones to look 'orky') I was wondering if you would mind if i used your fantastic sprites in my mod . Being an extremely un-artistic person they are far better than anything i could come up with, and my mod is going to have a very different feel from yours. More along the lines of LoTR and D&D orcish hordes.
[ July 17, 2004, 00:36: Message edited by: Cheezeninja ]
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July 17th, 2004, 02:10 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Orcish Empire
Crusader Mod's troops are so much more powerful and cheap than anything anyone else has, that they can easily either wipe out everyone before magic is strong (on a small map) or find other mages (on a large map - not just sages but many other types), though they aren't likely to really need much magic, since their units are better than most summons anyway, and much cheaper.
This orc mod isn't necessarily that imbalanced, but some of the values just seem a bit incorrect compared to what I think they are trying to represent. I'm not sure they are (or aren't) necessarily imbalanced as a whole. I just think some of the values don't seem to make sense, such as catapults firing faster than arbalests (let alone as fast as shortbows), or daggers being like shortswords (could just change their name to "Blade" or something), or them having heaps of hitpoints.
Oh, and the Shamen I think may accidentally have the #mounted property, because their defense scores seem to be higher than their base + equipment would indicate.
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Originally posted by Boron:
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the only real balanced mod so far which could be a official 18th race is really your amazon empire mod pvk but it was quite easier for you since 90% of the units / leaders you did just take from the game or ? you didn't alter any stats on the 4 tribes units / leaders ?
you "only" added the amazon scout / leader + the wayfarer and amazon + the 2 pd units or ? and of course the national heros .
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Yes, Amazon mod does not change any of the existing units' statistics. I only made 7 or 8 sets of graphics, which is the most time-consuming and tiresome part for me. I added 9 units including heroes, and used 16 units, so if it makes any difference (I don't think it does ), 64% are directly from the game.
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but balance was much easier for you then if you made something completely new like cohen and weissi did
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Actually, it's pretty easy for me to invent new unit types which are balanced, or to think of what appropriate values for new units and weapons would be compared to existing ones. That's why I've given feedback on these mods, because it seemed like maybe the authors would be interested in what seemed to me like more appropriate numbers, mainly so they make sense for what they say they are, compared to existing units.
PvK
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July 17th, 2004, 02:57 AM
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Lieutenant General
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Join Date: May 2004
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Re: Orcish Empire
Quote:
Originally posted by PvK:
Actually, it's pretty easy for me to invent new unit types which are balanced, or to think of what appropriate values for new units and weapons would be compared to existing ones. That's why I've given feedback on these mods, because it seemed like maybe the authors would be interested in what seemed to me like more appropriate numbers, mainly so they make sense for what they say they are, compared to existing units.
PvK
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you are a shining exeption there if i myself make mods or scenarios for any games at the beginning i am moderate but in the end it will always get imbalanced . in heroes of might and magic 3 when i made a scenario in the end most guards were packs of dragons or even azuredragons and so on .
when i wanted to spice up some fewused units in age of wonders 2 shadow magic at the end the syron lvl 4 ship and the human air ship were the most powerful lvl 4 units and the halflings centaur the most powerful lvl 3 unit . it started moderately but in the end ....
[ July 17, 2004, 01:58: Message edited by: Boron ]
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July 17th, 2004, 04:38 AM
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National Security Advisor
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Join Date: Dec 1999
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Re: Orcish Empire
Heh. Well I have over twenty years of gaming under my belt, and close to a year playing this game series, so that probably helps.
PvK
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July 17th, 2004, 06:28 AM
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Private
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Join Date: Feb 2004
Location: Heidelberg
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Re: Orcish Empire
Well, the Orcish empire is replacing Abysia and therefore has a default heat of 3. However the Imperial Orcs have no unit which is heat-resistant or which can really fight efficiently in heat 3.
Is this intentional?
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July 17th, 2004, 06:32 AM
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Major General
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Re: Orcish Empire
It's possible to mod the heat preferences of the nation to something else, so the creator probably just forgot to change this.
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July 17th, 2004, 07:06 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Orcish Empire
Quote:
Originally posted by Boron:
the only real balanced mod so far which could be a official 18th race is really your amazon empire mod pvk but it was quite easier for you since 90% of the units / leaders you did just take from the game or ? you didn't alter any stats on the 4 tribes units / leaders ?
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Have you looked at the Ashikawa (Ashikaga) mod? Apparently early Versions were quit unbalanced, but the most recent one is ... quite "balanced" in the sense that it doesn't have an advantage over 90% of the stock races / themes. (I'm in a game with nothing but modded nations, experimented with the others in play, and know I'm in for a rough time.)
Ash has enough advantages to be interesting and even playable, but several weaknesses (one of which is huge) that apply to all the theme's troops, making it very vulnerable and easy to thwart - even by indies.
__________________
Wormwood and wine, and the bitter taste of ashes.
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July 17th, 2004, 11:43 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: Orcish Empire
Quote:
Originally posted by Cainehill:
quote: Originally posted by Boron:
the only real balanced mod so far which could be a official 18th race is really your amazon empire mod pvk but it was quite easier for you since 90% of the units / leaders you did just take from the game or ? you didn't alter any stats on the 4 tribes units / leaders ?
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Have you looked at the Ashikawa (Ashikaga) mod? Apparently early Versions were quit unbalanced, but the most recent one is ... quite "balanced" in the sense that it doesn't have an advantage over 90% of the stock races / themes. (I'm in a game with nothing but modded nations, experimented with the others in play, and know I'm in for a rough time.)
Ash has enough advantages to be interesting and even playable, but several weaknesses (one of which is huge) that apply to all the theme's troops, making it very vulnerable and easy to thwart - even by indies. i only looked briefly at that mod . i have to admit that i don't like the theme very much . it reminds me too much on shogun : total war . so i didn't seriously play them .
what i myself like quite much too is the black moon chronicles mod with the empire of lyhn and the knights of the light . i think this mod is quite balanced too .
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July 17th, 2004, 03:33 PM
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General
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Re: Orcish Empire
Quote:
Originally posted by Boron:
what i myself like quite much too is the black moon chronicles mod with the empire of lyhn and the knights of the light . i think this mod is quite balanced too .
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The Black Moon Chronicles mod isn't particularly balanced. The Empire's mages are all severely underpriced, as a mage with 2 in one path and 1 in another should cost 140 gold. A random 4 mage should definetly be more than 150 gold.
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