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  #41  
Old February 10th, 2008, 04:36 AM
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Default Re: New Mod: Law of the Commonwealth

Tnx. The "Wormhole" is a cheaper alternative to "Astral Travel" thats in the same school as the Ships. The spell is not meant for the Teachers and is made 5S on purpose. If I give the Teachers more astral they will cost even more. I'll test the issue and see what I can do.
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  #42  
Old February 10th, 2008, 06:53 AM
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Default Re: New Mod: Law of the Commonwealth

There are many reasons to recruit Teachers:

- they are the only national priests;
- they lower unrest and got patrol bonus;
- they are heavily armored for casters which makes them good battlemages;
- they provide astral magic at the beginning of the game;
- they can summon ships without going to Construction school first.
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  #43  
Old February 11th, 2008, 08:14 AM
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Default Re: New Mod: Law of the Commonwealth

Version 0.10

Commander prices lowered.
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  #44  
Old February 11th, 2008, 10:32 PM
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Default Re: New Mod: Law of the Commonwealth

Fixed a mistake. The "Terraforming Tower" should have had command over magical units. Now it does.
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  #45  
Old February 16th, 2008, 10:31 AM
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Default Re: New Mod: Law of the Commonwealth

- Turret's cost raised to 5 gems (it was too good for 3);
- All immobile units had their defense reduced to 0.
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  #46  
Old July 16th, 2008, 09:33 AM
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Default Re: New Mod: Law of the Commonwealth

Version 0.11

Changed unit numbers to 2550-2580.
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  #47  
Old August 30th, 2008, 06:43 PM
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Default Re: Law of the Commonwealth

Version 0.12

- "Frigate", "Builder", "Crafted Ship" and "Ancient Ship" got #stormimmune;
- "Terraforming Tower" has cold 10.
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  #48  
Old September 17th, 2008, 09:48 AM

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Default Re: Law of the Commonwealth

Amos, isn't parry 14 very high?
I'm not really into the shield balancing but rdonj was complaining of to effective shield when I gave a shield parry value 4.. and yours are 14..
not to mention they end up with a defence value of 24.

I wonder why the warden is so much more expensive he has a blade that deals less damage for 1 defence more (seems like a elite troops could have a better weapon) and his stats are all the same except his patrol 2 bonus.. and that makes him cost 5 extra?? (I hardly patrol myself and would rather have extra soldiers for that cash if that is the only benefit)

Is it intended that the turrent has 4 cannons with 4 shots per turn each (12 dmg AP)

your commanders seems a bit cheapish in gc (20 for a 40 leader, 30 for a 80 leader and 60 for a 160 leader, I know you don't balance to vanilla but this is a bit strange to me) The mages seem cheapish too I must say high magic very low priced, even with a forge bonus on one of them.
Not much magic variation but then again water magic is pretty allround, decent combat magic, some decent summons.



On your advice I'm thinking about getting them in dominions 3000 but they need more restructuring than insects I think. The lack of ranged weapons is somewhat annoying, I do like the turret idea but I have to test them yet... probably means I'll have to put them in Ulm too since they'd craft anything out of blacksteel that others can make.

I can see a race that is so into watermagic and astral to animate it and lead it into space, and can make everything out of it would not go to much into other tech while still being a spacefaring race.. incorporating some other races in their neighbourhood before coming into contact.

I'd probably need to make spaceships (frigates) a bit more accesable (recruitable) and get another ship between the frigates and your crafted ships (which are quite powerfull with their magic and wormhole casting so should remain summons)
The builders and the towers would need something extra too I think (starting to make towers a lil less vulnerable, by giving them a shield) seems a bit expensive for what they do... they can't really lower cold in provinces can they?
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  #49  
Old September 17th, 2008, 01:42 PM

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Default Re: Law of the Commonwealth

Parry 4 is a very average level of parry, but if I remember correctly KO once said that a parry value of 8 always catches missiles.

The parry is such a big deal in your mod because most of the things with the 4 parry shields have very high armor, and when you combine it with the armor from the shield it makes them almost completely immune to 90% of the ranged attacks in the game. For example, ulmish black knights have 39 prot when their shield blocks a hit. The defense value is also definitely an issue, but most of your things with the better shields have fairly low starting defense so it's not a big deal generally.
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  #50  
Old September 17th, 2008, 01:53 PM
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Default Re: Law of the Commonwealth

I'll start from the bottom.

Quote:
seems a bit expensive for what they do... they can't really lower cold in provinces can they?
The towers act as factories for frigates and stationary prophets. They should be able to spread the dominion and the cold with it.

Quote:
your commanders seems a bit cheapish in gc (20 for a 40 leader, 30 for a 80 leader and 60 for a 160 leader, I know you don't balance to vanilla but this is a bit strange to me) The mages seem cheapish too I must say high magic very low priced, even with a forge bonus on one of them.
The commanders are pretty balanced in my opinion. Their stats are low except for leadership. Try a game with them and you will see.

Quote:
Is it intended that the turret has 4 cannons with 4 shots per turn each (12 dmg AP)
Yes it is intentional. It was an experiment and I liked it so much that I decided to leave it in the game. The regular soldiers dont have any ranged weapons. The only ranged weapons they get in the early game are stationary. I thought it was cool.

Quote:
I wonder why the warden is so much more expensive he has a blade that deals less damage for 1 defense more (seems like a elite troops could have a better weapon) and his stats are all the same except his patrol 2 bonus.. and that makes him cost 5 extra?? (I hardly patrol myself and would rather have extra soldiers for that cash if that is the only benefit)
Warden has higher moral, basic attack and defense besides the patrol bonus. So, I thought he should have an appropriate price. They are situational soldiers so you might not even use them in your game. In large numbers they should be good at warding off the assassins in your mage heavy provinces.

Quote:
Amos, isn't parry 14 very high?
I'm not really into the shield balancing but rdonj was complaining of to effective shield when I gave a shield parry value 4.. and yours are 14..
not to mention they end up with a defense value of 24.
Since the Commonwealth soldiers dont have ranged weapons I thought it would be appropriate that they would have a very good defense against them. Troops with energy shields have very low level of armor so it balances out.

Quote:
but if I remember correctly KO once said that a parry value of 8 always catches missiles.
They still get slaughtered sometimes(very rare occurrence) by effective ranged troops even with their high shields, so "always" is incorrect.

Last edited by Amos; September 17th, 2008 at 02:00 PM..
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