|
|
|
|
|
May 23rd, 2010, 11:46 PM
|
Second Lieutenant
|
|
Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
|
|
Re: Conceptual Balance Mod 1.6
Hrm, minor bug report(which explains a lot of why I've been having such high upkeep in a MP game)...
-Ninja
#selectmonster 1256
#gcost 40
#end
-Kannushi
#selectmonster 1256
#gcost 60
#end
The idnumbers are wrong, they should be 1257 and 1258 respectively. As things stand the mod is instead making Shura have a goldcost of 60...a quite unfortunate thing to realize when you have a few dozen of them. Ugh.
|
May 24th, 2010, 01:24 AM
|
Major General
|
|
Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
|
|
Re: Conceptual Balance Mod 1.6
Ok, it's possible someone already mentioned this in the many pages of this thread, but pyg recently posted a list of spells courtesy of lch. Using the spell numbers in this list solves the problem qm mentions in the first post about pack of wolves, ambush of tigers, etc not being accessible with mod commands. I don't know if anyone ever wanted to summon them at base prices but the cbm changes make them somewhat more appealing...
|
May 24th, 2010, 07:03 AM
|
Major General
|
|
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
|
|
Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by legowarrior
I'd like to see some starker differences between Sohei and Yamabushi. Perhaps to emphasis the defensive aspect of the Sohei, they could have heavy Samurai Armor, and maybe No-Daishi instead of a normal Katana. I believe those weapons were considered easier to manufacture because the design was less ornate in general then that of the Katana.
|
You realize this would *decrease* the difference between yamabushi and sohei? There are two big differences at present: Yamabushi have a higher internal attack stat, and the weapon (katana vs. glaive). That's a 4 point damage difference, most notably. Making the katana a no-dashi reduces it to a 2 point damage difference.
You want to really differentiate them? Make sohei recruit anywhere. There's really no reason they shouldn't be, and its not like they're good enough sacreds to make a bless build that desirable. (Yamabushi are so much better than Sohei at present - its all about the glaive).
|
May 24th, 2010, 01:07 PM
|
|
General
|
|
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
|
|
Re: Conceptual Balance Mod 1.6
And since Sohei were (basically) sacred warriors attached to a temple rather than a location, it even makes some sense.
|
May 24th, 2010, 01:18 PM
|
Second Lieutenant
|
|
Join Date: Dec 2008
Posts: 412
Thanks: 19
Thanked 18 Times in 5 Posts
|
|
Re: Conceptual Balance Mod 1.6
I was actually pointing out using Heavy Samurai Army instead of Normal Samurai Armor for the Sohei. The No-Daishi is just a cooler weapon, but the use of Heavy Samurai Armor would further emphasis the more defensive nature of the Sohei over the Yamabushi.
I agree that the Sohei should be made to 'recruit anywhere', if wikipedia is to be believed. I think that the Yamabushi http://en.wikipedia.org/wiki/Yamabushi should get some supernatural powers. Mountain Survival would fit with them.
Anyway, there are a lost of different ways that the Jomon could be altered.
|
May 24th, 2010, 03:50 PM
|
Second Lieutenant
|
|
Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
|
|
Re: Conceptual Balance Mod 1.6
Yamabushi already have supernatural powers--their high MR.
Maaybe making Sohei recruit-anywhere, giving them Heavy Samurai Armor, and making them MM1 would do something, but that seems like a drastic set of changes. Anything less than that would make them the new Aka-Oni Samurai, which doesn't really fix anything.
|
May 24th, 2010, 07:40 PM
|
|
First Lieutenant
|
|
Join Date: Jul 2002
Location: Brasil
Posts: 604
Thanks: 0
Thanked 6 Times in 6 Posts
|
|
Re: Conceptual Balance Mod 1.6
Just making the Sohei recruit-anywhere would be enough to make them more interesting...
__________________
Currently Playing:
Megamek (latest dev version with home-made random campaign generator), Dominions 3 (with CBM) and Sins of a Solar Empire (heavily modded)
|
May 26th, 2010, 05:41 AM
|
Corporal
|
|
Join Date: Oct 2008
Posts: 162
Thanks: 13
Thanked 7 Times in 5 Posts
|
|
Re: Conceptual Balance Mod 1.6
It would make them more interesting, but make Jomon overall more boring IMO. I hope this change will never be made.
|
May 26th, 2010, 12:06 PM
|
Second Lieutenant
|
|
Join Date: Dec 2008
Posts: 412
Thanks: 19
Thanked 18 Times in 5 Posts
|
|
Re: Conceptual Balance Mod 1.6
One change I'd like to replace would be to replace the Fire Gem they get in the beginning with a water gem. It fits better thematically.
|
May 26th, 2010, 03:15 PM
|
Major General
|
|
Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
|
|
Re: Conceptual Balance Mod 1.6
Quote:
Originally Posted by Festin
It would make them more interesting, but make Jomon overall more boring IMO. I hope this change will never be made.
|
I'm not sure what you mean. Its not like the sohei is so good that everyone would start playing a bless. It would just make playing a blessing an interesting and viable choice (something it really isn't right now).
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|