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-   -   Mod: Nation - Tomb Kings - v1.03 released (March 2009)! (http://forum.shrapnelgames.com/showthread.php?t=35201)

Juzza October 29th, 2007 04:32 PM

Re: Tomb Kings mod released!
 
I think the priests are fine, considering sacred units have their upkeep halved, but a possible decrease in the sorceror wouldn't go astray.

llamabeast October 29th, 2007 04:39 PM

Re: Tomb Kings mod released!
 
Okay, I am about to release a mini-update, with the following changes:

- Fixed commander summons
- Made thematic vanilla pretenders available
- Chariot: 45 gold -> 40 gold
- Ancient Champion: 50 gold -> 40 gold
- Buried sorceror: 220 gold -> 180 gold
- Acolyte: 40 gold -> 35 gold (having seen Man's monk)
- Tomb Priest: 120 gold -> 100 gold
- High Priest: 260 gold -> 210 gold and an extra +1 research bonus
- Tomb King: 450 gold -> 420 gold
- Ushabti: 20 gems -> 16 gems
- Bone scorpion: 22 gems -> 20 gems

This is quite extensive I guess, but I wonder if I had lost perspective by playing so many SP games with them. Comparing again to a nation like Marignon it did seem like everything was overpriced. Also I remembered that national summons should probably be noticeably better value than normal ones. It's possible I've overdone it but I think prices are probably more in line with the vanilla nations now.

A change I'm still considering is changing the Immortal summon so it summons two at once. Any opinions?

llamabeast October 29th, 2007 04:43 PM

Re: Tomb Kings mod released!
 
Actually the new version will be a little while yet...

llamabeast October 29th, 2007 05:11 PM

Re: Tomb Kings mod released!
 
Just released v0.81 (attached to the first post).

Shovah32 October 29th, 2007 05:56 PM

Re: Tomb Kings mod released!
 
Looks very good. Thinking about what you've said, the new prices for the summons sounds about right (I wouldn't say 18 protection is terribly high since the scorpions can;t wear armour and don't benefit too much from protection buff spells).
The price reduction on the commanders helps, although I will always be annoyed by nations without good non-capitol mages(TK ones are fine, but not great).

I didn't look at them much but both the anubites and the servants of horus(iirc) seemed to be fairly similar to alot of regular troops(ie: not much better).

Will playtest more later.

llamabeast October 29th, 2007 06:38 PM

Re: Tomb Kings mod released!
 
Cool, will be interested to hear your thoughts.

I might be getting a bit confused (have only looked at Tomb Kings for ages now), but I reckon the Buried Sorcerors are pretty good for non-cap mages. In battle they are quite vicious.

Also the Anubites and Servants of Horus I found to be very effective. The Servants of Horus are probably less good normally, but specialise in killing undead and demons. They are also meant to be slow defensive troops on the battlefield, whereas the Anubites are meant to be offensive and punch through the enemy lines. Once again though, I've only played against the AI for ages, and that can make you think things are more powerful than they are. I do want them to be strong summons.

Juzza October 31st, 2007 12:37 AM

Re: Tomb Kings mod released!
 
hey um, all chariots have a natural protection of at least 5, I think it'd be fair to include this nations chariots in with 5 natural.

llamabeast October 31st, 2007 07:02 AM

Re: Tomb Kings mod released!
 
That's interesting, I'll look into it. It certainly would help their survivability.

Sombre October 31st, 2007 09:16 AM

Re: Tomb Kings mod released!
 
I actually don't have much detailed feedback to give here llama, but I promise I will in the future. I just wanted to say that as a first mod nation this is outstanding work and I know this is going into rotation as one of my SP game nations. I will certainly make a CBM version of it in the future, if that's ok with you.

You've gone the same sort of route Zepath went when doing a warhammer nation, changing quite a bit of stuff and writing it into Dom3 storylines. You've stuck a bit closer to the source material than Zepath did, but you've clearly moved further away than I have (though I have deviated from source material on a few fronts myself, it is necessary to an extent). That's not a bad thing at all, because the feel of the Tomb Kings is still there.

So one thumb up, second thumb sure to be elevated when I stop being distracted by other stuff and play them some more :]

llamabeast October 31st, 2007 09:45 AM

Re: Tomb Kings mod released!
 
Yep, feel free to make a CBM version. I'd be interested if you let me know what changes you're going to make when you get round to it though. I'm still not very clear on what the differences tend to be between the normal and the CBM versions of nations.


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