Warning: Illegal string offset 'type' in [path]/includes/class_postbit.php(294) : eval()'d code on line 65
Mod Conceptual Balance Mod 1.6 - Page 55 - .com.unity Forums
.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 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #541  
Old February 12th, 2010, 01:15 AM
BigDaddy's Avatar

BigDaddy BigDaddy is offline
Second Lieutenant
 
Join Date: Feb 2005
Location: Central Illinois
Posts: 434
Thanks: 7
Thanked 3 Times in 3 Posts
BigDaddy is an unknown quantity at this point
Default Re: Conceptual Balance Mod 1.6

100 attacks would still only clear out one square.
Reply With Quote
  #542  
Old February 12th, 2010, 04:07 AM
Squirrelloid Squirrelloid is offline
Major General
 
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
Squirrelloid is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by BigDaddy View Post
100 attacks would still only clear out one square.
Yes, but at that point you might as well call them the SC Slayer-3000 since they'll kill absolutely anything in that square!
Reply With Quote
  #543  
Old February 12th, 2010, 10:49 AM

Snowcat Snowcat is offline
Private
 
Join Date: Jan 2010
Posts: 7
Thanks: 4
Thanked 1 Time in 1 Post
Snowcat is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

I think It's pretty clear that all (LA) Jomon samurais/soldiers should be made a bit better/cheaper instead of making the Jomon archer worse (in order to achieve that archers arent over-used).

I think even minor and simple changes to their stats, prices or resource costs would end the whole fuss over Jomon being not at par with the other nations.
I hold a similar opinion about Gath, Oceania and a few other nations which a number of people consider under/overpowered.

And the Jomon archer should have at least the same precision than other samurais. Archers with worse aiming than soldiers is just plain wrong.
Reply With Quote
  #544  
Old February 12th, 2010, 11:57 AM

Festin Festin is offline
Corporal
 
Join Date: Oct 2008
Posts: 162
Thanks: 13
Thanked 7 Times in 5 Posts
Festin is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Jomon's problems are not caused by bad troop selection. In fact, they have excellent infantry (Aka-Oni samurai). The problem is far more complex and no tweaks to the samurai will ever solve it.

That said, I fully agree the generic samurai and samurai archers should have more reasonable stats.
Reply With Quote
  #545  
Old February 12th, 2010, 12:35 PM

Trumanator Trumanator is offline
BANNED USER
 
Join Date: Jul 2008
Location: Tacoma WA, USA
Posts: 1,314
Thanks: 103
Thanked 72 Times in 50 Posts
Trumanator is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

A larger problem for Jomon is the inexcusable lack of shields in a Xbow heavy era.
Reply With Quote
  #546  
Old February 12th, 2010, 01:54 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

They have a whole boatload of problems, not one big one.
Reply With Quote
  #547  
Old February 12th, 2010, 08:47 PM

Ink Ink is offline
BANNED USER
 
Join Date: Dec 2009
Posts: 118
Thanks: 1
Thanked 7 Times in 7 Posts
Ink is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by Festin View Post
Jomon's problems are not caused by bad troop selection. In fact, they have excellent infantry (Aka-Oni samurai). The problem is far more complex and no tweaks to the samurai will ever solve it.

That said, I fully agree the generic samurai and samurai archers should have more reasonable stats.
I wouldn't characterize it like that: because what? it's too complex to describe or hold in the mind? this is a controlled and unbiased game world here, not art or zen.

for most issues in dominions, the line between high-powered and good and complete garbage is stuff like one extra pick of Astral on some mage or two less encumbrance on some unit.

I'm confident Jomon could be brought on par with other nations with some polishing.
Reply With Quote
  #548  
Old February 13th, 2010, 10:15 AM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Conceptual Balance Mod 1.6

I think he was just saying that even with good samurai, Jomon would be poor. For instance, perhaps they need better magic.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #549  
Old February 13th, 2010, 11:49 AM

Zeldor Zeldor is offline
General
 
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
Zeldor is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

llamabeast:

How is your late game summons mod? It'd be nice to be able to use it in some games, even if it's not 100% finished.
__________________
谋事在人,成事在天。

LA Agartha guide
Reply With Quote
  #550  
Old February 14th, 2010, 01:06 AM

kianduatha kianduatha is offline
Second Lieutenant
 
Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
kianduatha is on a distinguished road
Default Re: Conceptual Balance Mod 1.6

Quote:
Originally Posted by llamabeast View Post
I think he was just saying that even with good samurai, Jomon would be poor. For instance, perhaps they need better magic.
The funny part is, Jomon even has good magic. It's just underwater and super-expensive(Ryujin are for the record absurdly expensive for what they are). And their normal mages are mapmove 1, which frankly doesn't even make sense.

Jomon has all the tools it needs, it just isn't at the right place at the right time.

For instance, they get the ability to bootstrap Death from nothing. Unfortunately you need a swamp, a lucky double random, and Conj-6 Const-6 before you can do anything worthwhile with it(I guess you could spring for a Robe of Water or something, but that's even more in the Water-gem hole). Nushi would be awesome at Conj-4 with 2 death instead of 1(to immediately start summoning Shura).

Similarly, Jomon's national dragon summon is awesome in concept but absolutely terrible in practice. One misc slot, lowish protection(especially in LA), poor magic, and low native offensive skills make these things just plain useless. Now, that could easily be changed to give them some more offensive flexibility.

Jomon as is has a lot of issues, but they also have many ways of tweaking those issues. Their recruitable mages should probably retain the same magic(though Ryujin and Monks of the Fivefold Path need at least price decreases), and their magic paths can be boosted up with summons.
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 01:07 AM.


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