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  #21  
Old July 17th, 2004, 06:15 PM
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Default Re: Orcish Empire

Quote:
Originally posted by weiSsi:
... if someone of u has some time and fells like doing it, he could change the stats to a "realistic" scale compared to the other nations, so u could mix them.
see u all
I'll give a shot at this.

A difficulty with replacing all the nations is that there are still thousands of units and equipment which will still exist as independents, mercenaries, summons, items, etc., which would take a long time to remove, unless perhaps you design a map which is meant to be completely used up by starting provinces, or has all modded independents, and you also edit the spell list, etc. Not to mention that spell effects can't be modded and are based on the existing units' values. It's much easier to balance things to the existing system.

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[ July 17, 2004, 17:19: Message edited by: PvK ]
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  #22  
Old July 17th, 2004, 08:15 PM
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Default Re: Orcish Empire

Shall I correct the spelling etc. too, or is that "thematic" because orcs can't spell well?

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  #23  
Old July 17th, 2004, 08:30 PM

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Default Re: Orcish Empire

Quote:
Originally posted by Graeme Dice:
A random 4 mage should definetly be more than 150 gold.
Actually, a random-4 mage, with the sage research bonus, does happen to be precisely $150. That's what the Loremaster is, and that just happens to be how much he costs.
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  #24  
Old July 17th, 2004, 09:06 PM
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Default Re: Orcish Empire

Quote:
Originally posted by Norfleet:
That's what the Loremaster is, and that just happens to be how much he costs.
Sure, the loremaster costs that, but they are also a very rare magic site. It's not like you can build them anywhere.
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  #25  
Old July 17th, 2004, 09:11 PM
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Default Re: Orcish Empire

Quote:
Originally posted by Graeme Dice:
Sure, the loremaster costs that, but they are also a very rare magic site. It's not like you can build them anywhere.
IIRC, in IW's formula for unit costs, unit build location doesn't factor into it. Whether it should is a seperate debate.
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  #26  
Old July 17th, 2004, 09:40 PM
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Default Re: Orcish Empire

Quote:
Originally posted by PvK:
quote:
Originally posted by weiSsi:
... if someone of u has some time and fells like doing it, he could change the stats to a "realistic" scale compared to the other nations, so u could mix them.
see u all
I'll give a shot at this.

A difficulty with replacing all the nations is that there are still thousands of units and equipment which will still exist as independents, mercenaries, summons, items, etc., which would take a long time to remove, unless perhaps you design a map which is meant to be completely used up by starting provinces, or has all modded independents, and you also edit the spell list, etc. Not to mention that spell effects can't be modded and are based on the existing units' values. It's much easier to balance things to the existing system.

PvK

It can be a map, and it can be a script/short program editing .map files. You just edit independents and in the mapfile: choose&clear (#land?), set poptype to X, commander X_1, units to X_2 and so on... The program should have some way to choose the number of defenders. BTW, something like that with easily added new maptype (all poptypes/provinces from which to choose) would be a boon to modders...

If it was confiqurable along these lines:

#provincetype 1
#poptype 1
#terrain mountain
#commander1 2001
#unit1 [1-4] 2003
#commander2 2002
#unit2 [1-4] 2004

...where provincetype would be identification method, poptype the number of the poptype to be assigned, the numbers after commanderNr and unitNr would be the unit type and rarity. 1 would be used for something like knights, 4 for militia... The game would put in random value dependant on that. #terrain would be just for thematic reasons. I might try for that myself if I hadn't enough to do with my 'official' project... Java for university. Almost working...

It might be possible to tweak that to allow adding some more player-defined special provinces... Think of 'The Sundering', or the provinces inhabited by Solaris (whom I have never seen) or the Cyclopses.
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  #27  
Old July 17th, 2004, 09:52 PM

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Default Re: Orcish Empire

Quote:
Originally posted by Graeme Dice:
Sure, the loremaster costs that, but they are also a very rare magic site. It's not like you can build them anywhere.
The Loremaster also receives a research bonus. Unless this other unit also receives a research bonus, it's still not the equal of the loremaster for the same cost.
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  #28  
Old July 17th, 2004, 09:56 PM
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Default Re: Orcish Empire

Quote:
Originally posted by Graeme Dice:
quote:
Originally posted by Norfleet:
That's what the Loremaster is, and that just happens to be how much he costs.
Sure, the loremaster costs that, but they are also a very rare magic site. It's not like you can build them anywhere.
but the loremaster has even a research bonus so that should be worth further 30 gold or so
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  #29  
Old July 17th, 2004, 09:59 PM
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Default Re: Orcish Empire

You cannot COUNT on Loremasters. You will not get them in every game, even in a world map, much less in the beginning... National mages have many advantages, the biggest being that reliability, over Loremasters, and I think they were intentionally made to cost much less than they should, because of their rarity.
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  #30  
Old July 17th, 2004, 10:00 PM

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Default Re: Orcish Empire

Quote:
Originally posted by Endoperez:
I think they were intentionally made to cost much less than they should, because of their rarity.
Don't rare things cost MORE, not LESS?
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