Balance mod project
Hi guys.
I'm creating a mod to tweak aspects of Dominions that have bugged me for quite a while.
Many of the weapons are modelled quite weirdly. Glaives and other polearms are really bad in general, and almost anything aside from a sword seems to be a bad deal. As something of a medieval history buff and somebody who has done European MA, I've set out to fix this so that the weapons better reflect reality, and so that their resource costs and abilities make all of them reasonable choises. Details later. This is a teaser (and a rant).
The worst effected part of the weapons is the japenese set. Orientalism is a disease that tends to infect quite smart people, and make them believe in katana's that cut machine gun barrels in half. I've turned the Nipponese weapons back to real world values. For game fun, I've reversed the bonuses form their european equivalents. Where european swords give defencive bonuses, the nipponese ones give attack. It's meant to keep them as something exotic and to reflect different training and approach to personal combat. The cheese is right out.
I'm also turning the crazy values and costs of the Jomons human(!) troops down to normal Dom 3 mortal levels.
Other changes include.
- removal of gem producing magic items and hammers that reduce magic item forging costs. Removal of Forge of Ancients.
- removal of hand and head slots from werewolves, giant or othervice. They have a double claw attack and a bite. Same for werejaguars and the Vanir skinshifters.
- Removal of all equipment slots from special summoned monsters like the Kindly Ones. Having them pick up a pointless magic item ruins them quite effectively.
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To do. Fixing Hinnom and it's other two incarnations. They make Jomon look balanced.
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