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November 14th, 2006, 07:04 PM
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Sergeant
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Join Date: Jan 2006
Posts: 216
Thanks: 0
Thanked 9 Times in 2 Posts
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Re: New Nation: Teutanion (Update v1.1)
Amos, np, thanks for being so helpful!
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December 29th, 2006, 11:20 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: New Nation: Teutanion (Update v1.1)
I think this is a wonderful mod. The graphics are excellent, and I like the low-magic hard-headed theme.
Some specific issues:
* The Light Cavalry is broken, because it uses a light lance AND a broadsword, but the light lance is NOT a once-only weapon like the Lance, so they are unintentionally trying to attack with both at the same time throughout the battle, leading to two attacks at skill 5! They should either lose the sword, or use a Lance and sword.
* Halberdier defense skill of 12 is something of a waste of a high skill, since their equipment ruins their defense ability. I'd suggest giving them Strength 11 and Defense 10.
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January 7th, 2007, 10:30 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: New Nation: Teutanion (Update v1.1)
I'm attaching my modified DM file, which fixes the light cavalry equipment (still light lance but now no sword at the same time...), and adjusts the halberdier skill (defense 12->10, attack 11->12, strength 10->11).
PvK
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January 7th, 2007, 11:41 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Thanked 855 Times in 291 Posts
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Re: New Nation: Teutanion (Update v1.1)
In the banners in your zip file, Teutanion seems to be spelt Tuetanion.
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January 8th, 2007, 03:02 AM
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Sergeant
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Join Date: Jan 2006
Posts: 216
Thanks: 0
Thanked 9 Times in 2 Posts
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Re: New Nation: Teutanion (Update v1.1)
Thanks for the work PvK! I'll roll your changes into the .dm file posted at the top of the thread.
How about that... I never noticed. Thanks llamabeast.
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