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July 17th, 2007, 01:19 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
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Re: 11nations mod
Most of the infantries you created use short weapons or light polearms, and cost a lot of resources. I find them lacking in punch compared to the vanilla human civs.
I think at least the order of justice could use some heavy weapons.(even if in the comic most soldiers use spears and sword)
It is true that rapidly, powerful evocations can compensate for this lack of power.
The high mage of air of lhynn as 2E in place of 2A and two of the attacks of the leviathan are at 0 (which is maybe not a scandal).
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July 20th, 2007, 09:40 PM
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National Security Advisor
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Re: 11nations mod
Khaz Durok:
Yay! Someone finally made a conventional dwarf mod, so I don't have to!  Nice job!
Ideas for tweaks:
* Great armor, lame weapons: The Dominions axe and hammer ratings are pretty inferior (not to mention the pick axe!). Seems like dwarves should have better versions, especially the ones who have Runic Armor, etc.
* The Venerable Warrior has centuries of experience, and only has fighting skills at 11. Seems like they should be very good fighters in terms of skill - at least Attack 13.
* Seems like the resource costs and gold costs could/should be even higher (and skills somewhat higher). Assuming the theme is the traditional ones where Dwarves prize gold and are love great craftsdwarfship.
* The Clansmen (maybe rename to Clansdwarf) could have lighter armor.
* Seems like the Tunnel Fighters would wear at least small helmets.
* Until getting a second castle, the resource costs result in the core of my army being King's Guards (Order 3, Prod 3, Dom Strength 5), which doesn't seem right. Maybe it would help if they required more gold and Runic equipment had higher resource costs.
* The color of the King's Guards armor also looks odd to me (is it a BMC thing?).
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July 21st, 2007, 03:42 AM
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Lieutenant Colonel
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Join Date: May 2007
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Re: 11nations mod
Agartha's Ancient Ones are also old. And they're untalented...
I doubt dwarfs have the reach to be great attackers.
Anyways, I'll check this mod out Sunday, but ATM I have this to say.
It seems with 'bad dwarfs' you have some naming problems.
You may get some ideas from Norse or German mythologies.
http://en.wikipedia.org/wiki/Dwarf
http://en.wikipedia.org/wiki/Norse_dwarves
You might call the nation of 'good' dwarfs Nidavellir, and the bad dwarfs Duergar
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July 21st, 2007, 05:33 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
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Re: 11nations mod
Quote:
Lazy_Perfectionist said:
Agartha's Ancient Ones are also old. And they're untalented...
I doubt dwarfs have the reach to be great attackers.
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Actually Agarthas Ancient Ones are more skilled than other pale ones, their lack of talent derives from having one eye.
Dwarves may be short, but their strong and tough, and theres nothing to say they can't get as much experience in fighting as men, they are short but they've also learned to fight that way, besides they live longer and have probably fought for longer.
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July 21st, 2007, 03:41 PM
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National Security Advisor
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Re: 11nations mod
Ya, the description of the Venerable Warrior unit says they have "centuries of experience", but apparently in terms of skills, this only got them +1 to attack and defense (11 each).
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July 22nd, 2007, 11:26 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
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Re: 11nations mod
About dwarves: the name "bad dwarves" is not really serious actually, i was just being silly. "Dark dwarves" could be more more correct (i think i named the dm file darkdwarves.dm or ddwarves.dm). Anyway, the nation has a name and it is "Grundenkash", which doesnt mean really anything but sounds kind of... unfriendly. The good dwarves nation is "Khaz Durok", i tried to come up with something more traditional, and the "Khaz" stuff is common to a lot of standard dwarf lore.
About the venerable warriors, i wanted them to be elite, but in a different way from the iron guard and king's guard. The idea is the following: they are old, and that, in my interpretation of dwarf physiology, means they are physically stronger and tougher (= more STR and HP). However, their reflexes slow down a bit, hence not very high ATT and DEF. Just an interpretation, I will think about a possible stat change.
I am also thinking about some improved version of axes and/or hammers, as PvK suggested. Revised gcost and other issues like helmet for tunnel fighters are also in my list.
When i'll have more time to sit down and write, i'll probably start new threads about some of the nations in this mod (the less "plain" ones), so that we can have a more serious chat about them. I'll do that at least for dwarves, dark dwarves, vampires, dunmer and black moon. Right now i am fixing bugs here and there.
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July 25th, 2007, 11:41 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
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Re: 11nations mod
I have extensively playtested the black moon on a big map with all factions , and it seems to me that they are quite well balanced. Maybe the orcs should have better stats and a higher gold cost (specially the orc berseks), as they are now they are quite useless.(small protection makes their berserk talent pointless, as they usualy die amazingly fast).
It's true I had vanheim as a neighbour, and I had an early double war with them and arcos.
All in all, I think the BM,KoJ and KoL are quite balanced, thanks to their X3 mages.The elves and dwarfs really could use a wider array of armaments and/or better stats, because their magic talents are less usefull in big battles.
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August 31st, 2007, 07:04 AM
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Corporal
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Join Date: Nov 2005
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Re: 11nations mod
A problem with black moon defense:
The priest go in battle and die frequently, so the defense break easely (sometimes with minor casualties). One fighter with one priest may be a solution? Or a more potent priest than the novice?
For Whismeril, missile protection can be a good idea (or air magic).
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August 31st, 2007, 11:44 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: 11nations mod
Great Mod!
Questions (from my weird point of view):
1) do you consider this balanced vs vanilla nations?
2) are you ging to try and balance them or go for some benefits (AI nation)?
and
3) what do you think of a scenario map with this mod?
what Im picturing is a downloadable map "for play with the 11 nations mod". Put all 11 mods in as AIs. Ally them together, or maybe as a couple of logical allainces. Pre-position them into strong positions on one side of the map with the stronger ally protecting the front of support ally. Boost them abit with extra sites, units, starting equipment. Offer the scenario as "Best played with multiple human players (you will all start on the same side of the map) humans allied versus the AI's".
Can you come up with a good scenario storyline? Who allies and why? Why do they hate the human players? I havent really read all the info on this mod so maybe it wont work for the purpose but I thought Id ask.
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