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  #1  
Old April 2nd, 2007, 07:33 AM
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Default Law of the Commonwealth

Version 0.13
Attached Files
File Type: zip Commonwealth.zip (221.2 KB, 998 views)

Last edited by Amos; December 31st, 2008 at 05:11 AM..
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  #2  
Old April 3rd, 2007, 08:29 AM
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Default Re: New Mod: Law of the Commonwealth

Hey there! mind if I share my opinion my opinion of the mod? hope not!

I think things may be almost underpowered considering their cost like, the light blades, they cost, what 16 or 19 gold thats a lot for the weakest unit and their not even particularly worth it, the cold resistance shouldn't really add to the cost that much I mean, the Atlantian deep ones have both 50% fire and cold and they don't cost 16 gold!

So, if I were you, I would lower the units gold cost a little, or make then a tinsy bit tougher, thanks for listing.
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  #3  
Old April 3rd, 2007, 09:51 AM
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Default Re: New Mod: Law of the Commonwealth

Quote:
Hey there! mind if I share my opinion my opinion of the mod? hope not!

I appreciate any comments.

Quote:
I think things may be almost underpowered considering their cost like, the light blades, they cost, what 16 or 19 gold thats a lot for the weakest unit and their not even particularly worth it, the cold resistance shouldn't really add to the cost that much I mean, the Atlantian deep ones have both 50% fire and cold and they don't cost 16 gold!

I'm not balancing against vanilla (I mean what nation would you balance against? R'lyeh that can summon dozens of Vastness free of charge, or Ermor that summons hundreds of undead, or the permanently underpowered Mictlan?) , but even if I did I would be balancing whole nations not individual units. This mod is one of my more vanilla friendly mods but its a basic structure. It will change when I have some time to play with it.
When I balance I do it against internal consistency of a mod, not against other mods.
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  #4  
Old April 4th, 2007, 02:32 PM
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Default Re: New Mod: Law of the Commonwealth

Version 0.02

Added 5 more units in 2 summoning spells.
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  #5  
Old April 5th, 2007, 03:18 PM
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Default Re: New Mod: Law of the Commonwealth

Gave "Defense Form" Lightning and raised the cost to 10 gems.
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  #6  
Old April 5th, 2007, 05:32 PM

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Default Re: New Mod: Law of the Commonwealth

I think the defense form is either very underpowered or far too expensive. It dosnt look particularly useful in battle(1 decent ranged attack) and its fortress defence bonus is far too low for its cost(i can get the same bonus from a 130 gold commander)
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  #7  
Old April 6th, 2007, 04:36 AM
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Default Re: New Mod: Law of the Commonwealth

It has two forms so it has twice as much hp. But I'll drop it back down to 7 gems.

Uploaded.
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  #8  
Old April 6th, 2007, 07:38 AM
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Default Re: New Mod: Law of the Commonwealth

Frigates cost 70 gp for upkeep purposes.
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  #9  
Old April 6th, 2007, 08:58 AM
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Default Re: New Mod: Law of the Commonwealth

I really like this mod Amos, its very different from all the other nations, though, the commanders are ment to be far supiror than the troops right? whenever I find myself playing it I end up with a about 10 of Those Elders with 5 water magic destroying armies with falling frost, I find most of the troops just act as guards for them not going a lot of damage themselves.
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  #10  
Old April 6th, 2007, 09:15 AM

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Default Re: New Mod: Law of the Commonwealth

I play slightly differently: I find a chokepoint and load it up with those builder guys in terraforming mode then raid deeply with wormholes, ships and the units generated by builders.
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