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-   -   New mod: Nephilim (http://forum.shrapnelgames.com/showthread.php?t=29664)

Amos July 27th, 2006 02:41 PM

New mod: Nephilim
 
1 Attachment(s)
I decided to release this mod before Dom3. Its untested as usual. The mod is "Late Era" Nephilim.

Ver 0.14

shovah July 27th, 2006 02:48 PM

Re: New mod
 
thank you so much, i knew you had it in you! will test asap.

shovah July 27th, 2006 03:03 PM

Re: New mod
 
Very nice, summons are nice (are the blood ones the same? i never tested them) but the recruitables seem a little strong, specifically the big arachnid ones and those ranged ones. 15 resources and 1 gold for a 15an damage 1 shot per 2 turns is evil.

Amos July 27th, 2006 05:06 PM

Re: New mod
 
Blood summons are the same. At Astral 7 you get a very powerful leader.
As for balance, I have no idea how to set the prices on units.
I can make the ranged guy fire once every 3 turns but I think thats too much. I could maybe lower the dmg.
I was thinking of maybe removing the Judge from the beginning of the game, as he is too powerful.


I corrected some mistakes and uploaded the new version. Soul Lens is 10 dmg now.
Gate Keeper is capitol only unit.

shovah July 27th, 2006 06:10 PM

Re: New mod
 
good changes, ive seen the astral 7 guy (very nice), also like finally having a recruitable mage. If you remove the judge then they have no real ability to scout early game, it could be damaging.

Amos July 27th, 2006 06:55 PM

Re: New mod
 
Lol I removed the recruitable mage he was a mistake. The power of the units is offset by the inability to deploy quickly. The Judge can take out almost anything (He turns into the Shadow Lord Judge) so he should be used as an assassin SC in later game, thats why he costs so much.
I'm uploading the next version at the beginning of the thread.

shovah July 27th, 2006 07:43 PM

Re: New mod
 
ahh, never saw his second form.

Amos July 27th, 2006 08:25 PM

Re: New mod
 
Another version. Living Bonded turn Feral if they die in battle.
Corrected all the spelling errors.
If you want recruitable mages, they are going to be in my next mod "Human Trade Republics".

Agrajag July 28th, 2006 12:16 PM

Re: New mod
 
Where is the old thread where we tried to come up with a formula for translating stats into gold cost?
It could come in real handy for balancing new mods.

thejeff July 28th, 2006 09:03 PM

Re: New mod
 
Filename errors:
Flag1.tga should be flag1.tga
DarkPanisher1a.tga should be DarkExecutioner1a.tga


Seems very overpowered to me. Gate Keepers are SCs out of the box. I took level 9 independents without worrying. Cheap for what you get. They'd flatten a Neifel Jarl without a problem at a third of the price.

The archers are brutal as well. Biggest problem was keeping them from slaughtering my other troops.

I like the basic idea. Expensive (gem cost) high powered mages and the cheap high resource troops with neat abilities. Just needs more balancing.

I'd still buy Gate Keepers at 500 gold.


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