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Old March 31st, 2007, 01:46 PM

Sombre Sombre is offline
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Default Re: New Mod: The Hoburg Kingdom

I just gave the mod a very brief whirl and I've got to say I'm very impressed with how it's progressed/progressing. It fits perfectly as a dom3 hoburg nation and is still quirky and interesting in a unique way. Thematically I really like it.

Some things I noted in the five minutes or so I tried ;]

1. The name of the nation should probably be 'hoburg, crossbows and butter' rather than 'kingdom of hoburg, etc' so it fits with the dom3 naming conventions.

2. Similarly I think 'Hogrider Officer' sounds better than 'hoburg hogrider officer' and 'officer of the great kitchen' sounds better than 'officer of the great hoburg kitchen'.

3. The Riesenguard seem too cheap considering they're supposed to be very rare, they're a giant unit for a hoburg race (much like trolls for my vaetti) and they're sacred. Right now even with the steep resource cost I think I'd be relying on them rather than treating them as an expensive and rare option. I haven't tested to see if this is the case, it just feels like they should cost more or not be sacred.

4. The bannerman, as a regular unit, could perhaps do with having a slightly smaller banner graphic. The artwork is very nice, but slightly too big. This is purely personal taste though.

6. I think you should, ala zepath, make a flag that retains the Hoburg Alliance flavour yet shows they have changed. The crop could be a picture on the flag with the top-piece being something new, like a crossbow or something militaristic. You could also stripe the green with grey to show military influence.

Two other things I was just wondering about. Is the starting army too strong? And what does the note about the hogs not charging home mean? They still have the same gore attack as the old ones don't they?
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