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October 5th, 2011, 07:21 PM
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Corporal
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Join Date: May 2011
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Re: Adept's Balance Mod 1.00 ready
Quote:
Originally Posted by Foodstamp
I don't understand how too much penetration could be a bad thing? Are you afraid a long shafted spear would get stuck? If that is the case, maybe a long shafted spear could be used as a high penetration weapon that is rendered useless after the initial thrust. This could be achieved by using the #charge tag or something.
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That would leave your unit very vulnerable and exposed!
I suggest dual-wielding in this case, so your unit is not impotent after the weapon's charge is expended. If both weapons have long shafts, then ambidextrous units should probably get a double penetration bonus. Can you mod this in?
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October 5th, 2011, 08:50 PM
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Sergeant
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Re: Adept's Balance Mod 1.00 ready
The name made sense to me Happerry, but I may as well just change it to Adept's mod. I put in everything I felt needed fixing or tweaking, so it's not a focused "balance" mod in the sense that some here seem to understand the term. It's not meant to buff weak nations and boost strong ones as such. It does change balance in many things, but it seems the name clashes with some expectations.
I'll change it when I find time to tweak the banner.
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October 5th, 2011, 09:57 PM
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Sergeant
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Re: Adept's Balance Mod 1.00 ready
My only question is why you asked for feedback. I've read the entire thread and what i see is you criticizing everyone who tries to give you any feedback that isnt praise. If you want feedback, dont tear people apart when they give it.
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October 5th, 2011, 10:03 PM
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Major General
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Re: Adept's Balance Mod 1.00 ready
Adept,
The main thing to remember is that these people wouldn't be so passionate about critiquing your mod unless they intended to use it as a substitute for CBM.
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October 6th, 2011, 09:58 AM
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Sergeant
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Join Date: Nov 2003
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Re: Adept's Balance Mod 1.00 ready
Quote:
Originally Posted by Foodstamp
Adept,
The main thing to remember is that these people wouldn't be so passionate about critiquing your mod unless they intended to use it as a substitute for CBM.
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Ah, I guess that makes sense.  Sorry, I react quite poorly to poinlessly confrontational stuff.
For what it's worth I'm starting to see that putting the word balance in the name really did confuse people.
I was thinking about different things than balance between nations.
Adept's tweak Mod? Adept's consistensy mod?
The point was to fix things that have annoyed me and my friends over the years.
The biggest change in gameplay is getting rid of non-site gem production and forging discounts. What discounts remain (from special units and pretenders) will be non stackable, and hence not an issue.
I find the gem economy to be a very interesting and important part of Dominions, and the stackable fraction based (percentage) discounts as a disruption. I could write a long essey on the game theory of this, but I bet it would quickly move to TL  R territory
So basically if you want to try what the game is like with those things removed, try the mod. If that doesn't interest you, you probably won't enjoy it.
I'm eager to hear from those who do choose to try it, and I'll report on what my own Dominions group things about it after our next game.
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October 5th, 2011, 11:04 PM
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Colonel
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Re: Adept's Balance Mod 1.00 ready
I'm happy that you do not feel the need to convince me how reducing the power of unit X improves the power of unit Y.
And did you just tell me to test out more mechanics? While you didn't even think that it might be a bit overpowered to have fear on 20 gold units?
And I played around with skrattir to know that without handslots their usage will be severely limited. So much that any usage of them in this form against non pd is a waste. No need to test that in MP. As I have never really fielded skrattir without weapons in MP.
I think magic on pretenders is to strong. So my next mod has removed that. Don't say anything bad about it! Research the precise mechanics in MP first!
Ps: one thing that must be said, kudos for modding all the different weapons everywhere. What a horrible task to do. And it doesn't even matter that much ingame. I would have given up, the time cost vs the effect would be way to small for me  .
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October 6th, 2011, 10:05 AM
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Sergeant
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Re: Adept's Balance Mod 1.00 ready
Quote:
Originally Posted by Soyweiser
And did you just tell me to test out more mechanics? While you didn't even think that it might be a bit overpowered to have fear on 20 gold units?
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I was still testing that. It was an attempt to get some personality into Jomon. The point about why it was unbalancing was well made (I would have noticed it too, I had just forgotten that fear auras stack), so I removed it. It was exactly the sort of feedback I was looking for.
Quote:
And I played around with skrattir to know that without handslots their usage will be severely limited. So much that any usage of them in this form against non pd is a waste. No need to test that in MP. As I have never really fielded skrattir without weapons in MP.
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Well of course you wouldn't as they previously only had 2 natural attacks. Using them without gear would have been folly of the worst sort. With their built in quickness giving them _any_ two weapons raises their attacks from 4 to 6.
Quote:
Ps: one thing that must be said, kudos for modding all the different weapons everywhere. What a horrible task to do. And it doesn't even matter that much ingame. I would have given up, the time cost vs the effect would be way to small for me .
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Yes, it's the reason it took months >.<
Like many things in the mod, it's partly an aesthetic change. Still, I think you'll find it makes all those glaive and poleaxe armed troops a somewhat better deal. Polearms should stand up well to cavalry, and they really are better at it now.
I rather like the naginata armed samurai, but that may be just me being stubborn ^.^
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October 6th, 2011, 08:07 AM
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Major
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Re: Adept's Balance Mod 1.00 ready
You guys are so ****ing anal.
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October 6th, 2011, 03:18 PM
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Corporal
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Join Date: Aug 2011
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Re: Adept's Balance Mod 1.00 ready
Doesn't CBM already fix the whole 'gem economy' problem by removing generators? I do like the ideas of long weapons being more effective against mounted troops, but I was sort of under the impression that they already had an innate bonus against them. Like I thought that I read "all pikemen get a bonus against mounted units" but that may have been from a different game. Maybe I just got that idea because cavalry tend to have short weapons and therefore longer weapons like spears and pikes are more effective at repelling their attacks.
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October 6th, 2011, 05:25 PM
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Sergeant
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Re: Adept's Balance Mod 1.00 ready
Quote:
Originally Posted by Jiggymike
I thought that I read "all pikemen get a bonus against mounted units" but that may have been from a different game. Maybe I just got that idea because cavalry tend to have short weapons and therefore longer weapons like spears and pikes are more effective at repelling their attacks.
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Pikes don't have any hidden perks in Dominions. Their advantage over cavalry is their long reach, which means they get repel checks vs. everybody. Unfortunately at least the top level cavalry (knights, royal guard...) have such high morale that they press their attacks anyway, just taking the occasional 1 point hit from the repel check.
Glaives had very high damage (10), but -1 to both attack and defence. This mod brings the damage down to a still respectable 8 and makes them attack 0, defence +1 weapons in handiness.
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