.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
World Supremacy- Save $9.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old July 11th, 2004, 12:29 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Orcish Empire

New mod available.

Abysia and Ti'en Ch'i replaced by rivalling orcish nations. Nice new graphics. Enjoy!
__________________
www.illwinter.com
Reply With Quote
  #2  
Old July 11th, 2004, 05:07 PM
Lepakko's Avatar

Lepakko Lepakko is offline
Corporal
 
Join Date: Apr 2004
Location: Finland
Posts: 67
Thanks: 0
Thanked 0 Times in 0 Posts
Lepakko is on a distinguished road
Default Re: Orcish Empire

thx!

but..it foud be nice to see orc nation in normal Version

so we coud get new race... it coud be add in next patch

but.. do that mix game... or it need lots of work to add new race?
__________________
Just Brain mean
Reply With Quote
  #3  
Old July 11th, 2004, 10:46 PM

Lunaticus Lunaticus is offline
Private
 
Join Date: Feb 2004
Location: Heidelberg
Posts: 10
Thanks: 0
Thanked 0 Times in 0 Posts
Lunaticus is on a distinguished road
Default Re: Orcish Empire

This mod looks great thematically although I am not yet sure if its balanced.
Question to the mod-developer: Can I assume its intentional that both empires have no units with priestly powers and need to rely on "neutral" priests?
Reply With Quote
  #4  
Old July 12th, 2004, 03:46 AM

Molog Molog is offline
Sergeant
 
Join Date: May 2004
Posts: 338
Thanks: 0
Thanked 0 Times in 0 Posts
Molog is on a distinguished road
Default Re: Orcish Empire

Chief of the guard has only a fist as a weapon.

Catapults look nice.

[ July 12, 2004, 02:47: Message edited by: Molog ]
Reply With Quote
  #5  
Old July 16th, 2004, 03:07 PM

weiSsi weiSsi is offline
Private
 
Join Date: Jul 2004
Location: bayreuth germany
Posts: 2
Thanks: 0
Thanked 0 Times in 0 Posts
weiSsi is on a distinguished road
Default Re: Orcish Empire

The balancing thing:

send me ur experiences, i hadnt enough time for testplaying. i would be glad for any help.

thanx.
ps. sorry for my bad english
__________________
---Life tastes good---
Reply With Quote
  #6  
Old July 16th, 2004, 07:16 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Orcish Empire

The graphics and unit concepts are nice!

Aside from the orcs and most of their stuff being better and cheaper compared to other units in the game, I'm not sure about balance between the two. Do you want them to be overpowered versus everything else, or are you interested in how to make them on the same scale against other units?

These orcs are supposed to be like Warcraft Orcs? They're like elite demi-trolls with slightly super equipment, no?

Even some of the regular weapons seem to be on scale with magic trinket weapons, rather than normal weapons:
Most daggers are 2 1 0 0 but your Orcs' daggers are 3 2 1 1.
A regular two-handed battleaxe is 9 ordinary damage but your Waraxe looks one-handed and does 10 damage and is armor-piercing.

PvK
Reply With Quote
  #7  
Old July 16th, 2004, 07:19 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Orcish Empire

The catapult fires every turn? Seems like it should only fire once every four turns or so.

PvK
Reply With Quote
  #8  
Old July 16th, 2004, 07:30 PM
Tuidjy's Avatar

Tuidjy Tuidjy is offline
Major
 
Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
Thanks: 0
Thanked 30 Times in 11 Posts
Tuidjy is on a distinguished road
Default Re: Orcish Empire

I don't think that they are overpowered, actually.
They have a nice early punch, but but I think
that they are not even competitive later on.
Abysmal research, no priests... once magic comes
into play, they will be as bad as basic/IF Ulm.
__________________
No good deed goes unpunished...
Reply With Quote
  #9  
Old July 16th, 2004, 07:36 PM
Boron's Avatar

Boron Boron is offline
Lieutenant General
 
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
Boron is on a distinguished road
Default Re: Orcish Empire

yeah they too need strong national troops like with cohens crusaders mod
in early game they are very great but when magic comes to play they will loose the egde.
i didn't play to far with them until now but i think the orcrace which gets the unique shaman from beginning could quite quick research conj6 for spectres to speed up research .
Reply With Quote
  #10  
Old July 16th, 2004, 11:46 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Orcish Empire

Heh... ya everyone needs "strong" national troops like Cohen's Crusaders!

I tried them out a bit and I guess I mainly think some Ratings are higher than make sense, rather than higher than are balanced for the entire nation in a high magic game.

Some things are severely off the usual scale for gold and resource costs compared to what you get. That can be all right if that's what you want, but if you want things to have appropriate numbers compared to similar things in the existing units, then I think there are several things I would change, like the "daggers" that are +1 to everything including length, and the 22-hitpoint orcs (unless these orcs are _supposed_ to be like half-ogres, or to be like Claymen).

The gold and resource costs are much lower than unmodded units with similar or lesser skills or equipment. However that could be the special ability of the orcs, which is fine.

The double hitpoints and built-in (magic ?) superior weapons seem more like mistakes, though.

I'd rather go even further and halve the cost of common orcs from 8-10 to 4-5 gold, but give them half as many hit points, change their daggers to normal daggers, perhaps change them from defense 10 to 9 (since they have attack 11 and are not elite troops). That would actually make them more powerful, in some ways (two for the price of one), but would make more sense to me than the super hit points and superior weapons, etc.

If these are based on Warcraft though, and in Warcraft the Orcs are like half-ogres, then maybe it's partly that I don't recognize what's trying to be represented.

PvK
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:20 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.