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April 26th, 2004, 05:05 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
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Re: Mod Feedback?
Hoburg SE minor bug: the Great Rainmaker loses his unit name because the #clear tag comes after the #name.
The bits that struck me first were cheap Hoburg crossbowmen stuck six to a square, and those wacky immortal heroes, heh...
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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April 26th, 2004, 05:47 PM
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Corporal
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Join Date: Jan 2004
Location: washington dc
Posts: 60
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Re: Mod Feedback?
Quote:
Originally posted by PDF:
While we are at discussing the Kmi mod :
- I was surprised to see that the Sohei were plain medium inf without any particular skill. They could have more flavor : high morale, low MR, some more fighting skill, berserk ...
They should also have base enc at 3 (foot soldier base) and not 5
- I've no problem with Dragon costing 1 res (as any "unarmored" or naturally armored unit in fact), but they are waaaaay too cheap, at 180 gp for flying mages strong as a Jotun and with crazy stats (att, def at more than 20, prec 17+ !!)
And with enc 0 they are unfatigable, really broken...
If you want them to keep that sort of stats they should rather cost 800 to 1000 gp ! . Even with stats in the 15-17 area they should cost 400-500 gp .
But they should have some slots, at least a couple misc.
The mod really needs to be balanced, but I like the theme, don't take this as harsh, scornful critic
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No problem! I knew that there were parts of the mod that need to be tweaked, since I haven't been playing the game for that long, and not as much experience.
I have a couple buddies giving me comments, but they have even less experience than I do, so balance will only be attained after a few revisions, unfortunately.
The dragons, for instance, I have mainly used in testing as spellcasters, not as combat attackers. The couple times I tried them as early SC's they died to various infantry, and I didn't seem the kill anything, so I left those stats (claws and bite, no poison).
I will probably reduce thier att/def/precision, as opposed to increasing the price much (higher resources I can see, due too how much they eat ). They do come with 2 misc slots and the 'gem box' that all the casters get. But I think this limitation should also lessen their cost, since they cannot be 'upgraded' without empowerment.
But the dragons are leaders, so you will not be able to build multiples of them in a single province.
The Sohei: thier weapon is about the only thing that currently makes them unique; I will mull over tweaking them to make them more unique.
Shrines: hps vs defense skill!! I get it, will tweak.
Fox and Raccoons: I thought about making them smaller, but so much of the folklore is about them shapechanging into human-sized creatures or people, and teaching swordfighting, that I felt I ought to keep them that size.
Personally, the way they carve through indies, I am a bit leery of thier cost right now.
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April 26th, 2004, 09:28 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: Mod Feedback?
Had a change of heart and my mod will go from 0.8 to 1.0 with next update. Instead of adding new pretenders somewhat randomly I'll create 16 and stick one onto each nation. Using unitslots 2440 to 2456 so it shouldn't impair with any currently available mod.
[ April 26, 2004, 20:29: Message edited by: Wauthan ]
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April 27th, 2004, 02:35 AM
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Corporal
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Join Date: Jan 2004
Location: washington dc
Posts: 60
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Re: Mod Feedback?
so, you recovered from your temporary MOO3 madness? I wish they did...
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April 28th, 2004, 09:50 PM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Mod Feedback?
Another merry setback.  Completed my .mod file and checked it out. Unit images all mixed up. Seems after I added 12 images the 13th will overwrite the first. For each additional images added one additional image gets exchanged. So when I added the 16th the first four images were exchanged for the one most recently added.
Hope there is something I'm doing wrong or I might as well consider my time wasted. Illwinter and Arrun might as well remove the 0.8 Version of my mod from their sites since it doesn't work and now I can't really update it until this problem is fixed.
12 images per mod is the limit then?
[ April 28, 2004, 20:52: Message edited by: Wauthan ]
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