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-   -   Mod: Blood Elves (http://forum.shrapnelgames.com/showthread.php?t=36955)

Abish November 24th, 2007 12:05 PM

Blood Elves
 
1 Attachment(s)
after a day of modding i made a sort of new race
the blood elves i am open for more sugestions

Era 3
Demon Horse Race
Cold 3

Sombre November 24th, 2007 12:45 PM

Re: Blood Elves
 
That's sort of unfortunate, we already have a popular mod nation called Blood Elves. Well, always room for one more I guess.

Panpiper November 24th, 2007 01:16 PM

Re: Blood Elves
 
It would probably be a good idea to rename your mod a little bit Abish, to something maybe like; "Blood Elves of Somethingorother".

Aezeal November 24th, 2007 01:17 PM

Re: Blood Elves
 
just recreate the dark elves for the warhammer map plz

Humakty November 24th, 2007 01:34 PM

Re: Blood Elves
 
I support the dark elves idea. But it would represent far more than a day of modding... Anyway I'll test your mod.

Abish November 24th, 2007 01:41 PM

Re: Blood Elves
 
i not so creative in names o.0
anyway i think cold demons is cool
but something is still wrong with the mod and the existing creatures

example id =811 i used #clean but it still copy the other abilitys of the ingame mob...hmm

guess i work tomorrow a little more on it and more demons
oh btw let me know if some mobs are overpowered

Abish November 25th, 2007 07:07 AM

Re: Blood Elves
 
1 Attachment(s)
created a Pretender-god and some twaiking

Sombre November 25th, 2007 08:41 AM

Re: Blood Elves
 
Uh,.. those graphics look a lot like they're from Amos' mods.

Maraxus November 25th, 2007 09:39 AM

Re: Blood Elves
 
Deceiver: I know, it's a damn good unit but I'd say 120 gold max nevertheless. Maybe even more around 100. At the same time, you could increase the ressource cost for the bow from 2 to something around 8.

Archer: The robe of cry is too good for normal troops. I'd make a lesser version for that one.
The added defence of the archer is just insane.

Light cavalry: Again: The robe needs a nerf

Heavy cavalry: Looks okay, but it seams strange that it has a base defence of 5. This becomes a reasonable number through the armor but instead you might want to give that one a lesser armor and a higher base defence (sum to the same defence)


Fey assasin: The picture is very large for size 1. The defence is very high, you probably did not equip them with the weapon you wanted them to be equipped with.

Bounty Hunter: Shouldn't he have a Patrol Bonus instead of Glamour? He is the Hunter of Spies, not the spy.

Summoner: Dual wielding Whips? Okay, it should work given the fire but ... I can't imagine it.
More seriously: The heavy research bonus and the forge bonus do not really make sense.

Blood Chalice: All by itself no big problem. Your magic is bad enough to allow some holy power ... but in combination with Sacrivicedom, an everywher-recruitable priest4 seams too powerful (somebody correct me it I'm wrong). Plus - he looks underpriced.

Ritualist: The Seduction ability seams to strong. 15 should be maximum.


Half of your starting army are "feary queens" - obviously the wrong number. Despite this, it's somewhat to strong.

Your commandes have lot's of leadership (the ritualist has much too much normal and magic leadership), however the units are demons, therefor you need undead leadership.

Your provincial defence only consists of dummy-creatures at the moment.

Cold 3 does not really fit. 1 is probably enough.

You have overwritten units from all over the game. please don't do that in a nations mod.

Some aspects of the nation are overpowered, others are completly missing.
Closer analysis can not be made before this is at least beta-version. http://forum.shrapnelgames.com/images/smilies/happy.gif


...Okay, I just saw, that you allready did an update. Still, most points are valid.
You should check your texts. Capitalisation is your friend. http://forum.shrapnelgames.com/images/smilies/wink.gif

Aezeal November 25th, 2007 09:45 AM

Re: Blood Elves
 
reading maraxus review I guess I'll put dl-ing this on hold :d

no offence

Maraxus November 25th, 2007 10:25 AM

Re: Blood Elves
 
PS: The new god is too strong.

I started a small duel with 1 AI on silent sees and basicly all I did was hopping around with that monster, untill I found the opponent and than single-handly crushed him

Aezeal November 25th, 2007 10:40 AM

Re: Blood Elves
 
so all in all a vastly overpowered nation? (since that seems to be the essence of every thing you mention)

Maraxus November 25th, 2007 10:58 AM

Re: Blood Elves
 
Well, if a nation has some aspects that are massively overpowered and some that are underpowered, that does not make it balanced, because you will only use the overpowered aspects of the nation.

The God is definitly overpowered. It costs lot's of points but that does not really matter because he is virtually unstoppable.

The "Archer" is overpowered, a 55g/38r unit with 25 defence

The Blood Charlise commander is overpowered: 145g for a blood3 holy 4 commander - not only is he reasonably good in blood hunting for the price, give him a jade knive and a temple and he dominionkills Mictlan. (well, almost)

The other stuff would all work on it's own, through there are other aspects that are very powerful (like the Ritualist with a succubus power of 20), that in combination can be to good.

Abish November 25th, 2007 12:38 PM

Re: Blood Elves
 
1 Attachment(s)
nerfed

the Pretender,and unit's for balance
if i am right they not effect the used units

Abish November 26th, 2007 08:07 AM

Re: Blood Elves
 
btw how is it now with the nerfs??
borring or good?

Maraxus November 27th, 2007 07:49 PM

Re: Blood Elves
 
Okay, now the finer changes can start.

The Units seam okay, but are heavyly overprived (except for the Deceiver, that is probably somewhere between slightly overpriced to just right).

The Frozen Katana looks confusing. Only 8 damage without strength bonus? This is too weak. Furthermore, you have set the damage to cold and then to shock, what overwrites the first. So it deals shock damage? Usually this is armor negating, but you have to mod this into the weapon separately.
So what shall it be? 8 armor negating shock damage seams okay, but does not fit the name "frozen katana". You might want to use #cold and #secondaryeffect to add shock damage.

darkened Fairy: Might I suggest the name "Dark Fairy"? Furthermore, while Mind Blasts don't fit that think, it would be good to add any (melee)weapon. And maybe an Elf Shot. In exchange, I'd change the Map-Movement a bit. 3 would be better.

Summoneress: Interesting Unit. Forges your rod with 1 point discount and offers a unique way to deal with blood hunting unrest. Since it's so new, I can not really judge it but it looks okay. Strange but okay balanced.

Blood Charlice: This is still a very powerful unit and your strategies will likely go around this. No other nation has recruteable holy 4-commanders. They will be your blood hunter, sacrificer, mages and priests for cheap gold.
However, seeing the rest of the nation, here it is possible.

Ritualist: Your Seducers. In contrast to Arcosvale, they are recruitable everywhere and hard to resist. This makes a powerful option, but it is counter-able (Opponent used female or undead thugs). Very specialised but still strong in what it is supposed to do.
Again, in other nation setups, it might be to strong, but given that your end-game magic will mostly come only through summoned bloodcreatures, this is okay vor this nation.
You might want to explain, why it uses 2 mind-blasts, however. http://forum.shrapnelgames.com/images/smilies/wink.gif




PS: To better get a feeling for good costs in gold and resources, I'd suggest you play a few more AI games with various nations.

Abish November 28th, 2007 03:39 PM

Re: Blood Elves
 
1 Attachment(s)
ok i think i overdone my self now

fixed the defence with the right mobs
fixed the over writeing of ingame mobs
fixed names
fixed cost and adisional things
also they are not called Blood Elves but rater demonic elves

Add new weapons with awsome special effects
Add new cooler names to mobs and weapons

also 1 self made mob new http://forum.shrapnelgames.com/images/smilies/cool.gif
http://i82.photobucket.com/albums/j280/abishe/A.jpg


think i start tomorrow on a awsome Pretender and some addisional mobs

Maraxus November 28th, 2007 07:27 PM

Re: Blood Elves
 
1 Attachment(s)
That beutyful succubus is the new summoner? it looks a bit fat in the 64 pix² - Pic. http://forum.shrapnelgames.com/images/smilies/wink.gif
When you size-reduce pictures, the edges blur into the backround and you have to correct that manually (since every pixel counts)

About the stuff: Now, the frozen katana is armor negating AND adds strength? Too powerful.

The other thinks needs a lot of fine work, too.

Maybe I'll do that at some time. Or you do, but first, I really advice that you play the game more and get a feeling for the right gold-prices and stuff. http://forum.shrapnelgames.com/images/smilies/wink.gif

For now, I have slightly improved the 64x64 pics.

It could still be better of course, I'm only low average at artwork, too. http://forum.shrapnelgames.com/images/smilies/happy.gif

Alderanas November 30th, 2007 06:55 PM

Re: Blood Elves
 
can you put it in zip plz

Abish December 5th, 2007 01:56 PM

Re: Blood Elves
 
in a few days i start to work again on this mod till that time hold on for awsome updates o.0


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