.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #31  
Old September 30th, 2004, 07:54 AM
Boron's Avatar

Boron Boron is offline
Lieutenant General
 
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
Boron is on a distinguished road
Default Re: How to mod Angels to not be wimps.

Quote:
Cainehill said:
Quote:
Boron said:
Giving the angel 4 more attack as Zen suggested is too much : He has already a flamebeau and if you run a fire 9/10 bless for +4/5 additional attack then suddenly the angel would have an attackrating of 23-24 !
Then he would be the bane of all banelords , tartarians and other SCs because he has a flamebeau .

I wonder if you've ever seen a tartarian in the game? The typical one has 150-250 HPs, making it almost impossible for the angel to kill in 1 hit. The tartarians on the other hand only have to hit the angel once, and also have a variety of magic paths they can use.

In addition, you say "if you run a fire 9/10 bless" : well, yes, _IF_ you do. How many people run fire blessings for the effect on angels? And even with an unholy, er, holy, attack rating, the angels still die like holy flies to many forms of attack, especially magical.
You didn't include the costs .
1 angel costs about 4-7 pearls depending how much you think the archangel alone is worth .
1 Tartarian costs normally 10 deathgems + 20 nature for GoR + at least 40 gems for equipment .

With Zen's change with +4 to attack the normal angel with fire 5 bless would have an attack of 24 without experience .
So the 6 angels who are worth about 30 pearls would have a not too bad chance to get 2-3 hits in the first combat round and each hit would do 26x3 + 2d6 oe ap damage .
Against tartarians this is not a big chance but at least a chance and banelords at least would be defeated easily cause there 1 hit is enough normally .
Reply With Quote
  #32  
Old September 30th, 2004, 08:27 AM

Cohen Cohen is offline
Captain
 
Join Date: Mar 2004
Location: Italy
Posts: 839
Thanks: 0
Thanked 0 Times in 0 Posts
Cohen is on a distinguished road
Default Re: How to mod Angels to not be wimps.

Personally all the Angels are underpowered, from Virtue, to the smallest Angel of the Host.
I'm going to adjust their stats in my mod in fact.
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
Reply With Quote
  #33  
Old September 30th, 2004, 01:30 PM

Huzurdaddi Huzurdaddi is offline
First Lieutenant
 
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
Huzurdaddi is on a distinguished road
Default Re: How to mod Angels to not be wimps.

I'm fully confident that Zen's mod will address Angels. They will not be uber units but hopefully they will on a cost basis whoop devils.
Reply With Quote
  #34  
Old September 30th, 2004, 02:22 PM
Cainehill's Avatar

Cainehill Cainehill is offline
Lieutenant General
 
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
Cainehill is on a distinguished road
Default Re: How to mod Angels to not be wimps.


And Cohen's mod will also, probably by giving them 50 HPs and Fire-4.
__________________
Wormwood and wine, and the bitter taste of ashes.
Reply With Quote
  #35  
Old September 30th, 2004, 02:34 PM

Vynd Vynd is offline
Sergeant
 
Join Date: Apr 2004
Location: Michigan
Posts: 309
Thanks: 0
Thanked 0 Times in 0 Posts
Vynd is on a distinguished road
Default Re: How to mod Angels to not be wimps.

I like the idea of making Angels stronger. But another possibility would be to simply make them cheaper, either by reducing the gems/magic paths necessary to summon them, or by increasing the number that you get from the spells.

Sometthing else to consider is that Angels compare poorly to Devils because Devils are too strong, not because Angels are too weak. Heck, I'd rather see Devils weakened than Angels strengthened.
Reply With Quote
  #36  
Old September 30th, 2004, 03:01 PM
Jack Simth's Avatar

Jack Simth Jack Simth is offline
Major General
 
Join Date: Oct 2002
Posts: 2,174
Thanks: 0
Thanked 0 Times in 0 Posts
Jack Simth is on a distinguished road
Default Re: How to mod Angels to not be wimps.

Perhaps all that is needed is to make angles as hoardable as devils are - give the archangles a summon allies command that produces unit angles.
__________________
Of course, by the time I finish this post, it will already be obsolete. C'est la vie.
Reply With Quote
  #37  
Old September 30th, 2004, 04:50 PM

Huzurdaddi Huzurdaddi is offline
First Lieutenant
 
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
Huzurdaddi is on a distinguished road
Default Re: How to mod Angels to not be wimps.

Quote:

Perhaps all that is needed is to make angles as hoardable as devils are - give the archangles a summon allies command that produces unit angles.

Well the Last thing I would like to see if hoards of angels roaming the landsscape.

I would also not want to see people using angel to whomp on human armies, that's just not horribly thematic.

Sadly there is no way ( currently ) to mod new holy weapons which could potentially fix the suitation.

The changes already proposed ( attack buff like +4, longer length weapons although I don't know why that works at all!, and a few more HP) should help considerably.

What I would be looking for is angels who are very cost effective aginst evil forces yet not cost effective against humans.

What I also want to avoid is the current rut I am in where if I see an SC who is a devil/undead I summon up on Bane Lord ( since they are so damn nice and cheap, and they have 19 str ) and give him a holy weapon and let him one hit the SC. It works, but I don't find it thematic that I prefer to give holy weapons to undead ... sounds a little weird to me!
Reply With Quote
  #38  
Old September 30th, 2004, 05:03 PM
Boron's Avatar

Boron Boron is offline
Lieutenant General
 
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
Boron is on a distinguished road
Default Re: How to mod Angels to not be wimps.

Quote:
Huzurdaddi said:
Well the Last thing I would like to see if hoards of angels roaming the landsscape.

I would also not want to see people using angel to whomp on human armies, that's just not horribly thematic.


That's quite thematic . The angels just kill all the heathens like in Dogma .
So they just do their job and you can't say they do something bad . They only kill the heathens and the evil ppl
Reply With Quote
  #39  
Old September 30th, 2004, 05:23 PM
Soapyfrog's Avatar

Soapyfrog Soapyfrog is offline
First Lieutenant
 
Join Date: May 2004
Posts: 654
Thanks: 0
Thanked 0 Times in 0 Posts
Soapyfrog is on a distinguished road
Default Re: How to mod Angels to not be wimps.

So Angels should be very powerful but few (expensive), whereas devils are many (cheap) but Angels eat their lunch.
Reply With Quote
  #40  
Old September 30th, 2004, 05:27 PM
Boron's Avatar

Boron Boron is offline
Lieutenant General
 
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
Boron is on a distinguished road
Default Re: How to mod Angels to not be wimps.

More serious i have i think a not too bad idea :

Vynd's and Jack Simth's suggestions are very nice but iirc not doable with the current modding commands .

So my new suggestion : It seems you can't mod a weapon yet to triple damage vs undead e.g. .

So give them as Zen said higher attack rating but instead a herald lance as built in weapon and a bit higher hp .

My unblessed new angel would look then like the following :
Weapon herald lance ,total attack of 17-20 , total defence at 12-13 , hp 25 - 30 .

This way he would hit a devil with 16 defense with 54,8% with 17 attack , with 79,7% with 20 attack .
Then the herald lance would result in 19 x 3 + 2d6 oe damage vs. 8 protection +2d6 oe from the devil .

Voila , a dead devil . If you run a quickness blessing the angel should be quite horrible against devils and without he would still kill normally 1-2 devils before he dies because with 25 - 30 hp he should survive one devil at least .

With the herald lance he would not do much damage against normal troops though so normal troops would be a counter to angels while the angel would be a counter to devils and finally the circle is closed with devils as a good counter to normal troops .


The biggest problem is though that you get 6 angels + 1 leader for 50 astral while you will have normally way higher numbers of devils/FoDs as opponents .
100 pearls = 250 blood via wish and soul contract is very popular so i think normally a typical encounter is 1 angel vs 3-4 devils .
If you alter the defence of the angel though then he gets way too good against normal troops as Huzurdaddi says and this should be avoided .
Perhaps Awe should be removed and replaced by something more useful against devils .
Really hard to make them fit because you have to keep in mind that they can get blessed and if their defense is too high together with awe they will rock normal troops as well .
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:49 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.