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Old October 22nd, 2009, 03:31 AM
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Default Re: Warhammer Dwarfs, balancetest version 0.6

Quote:
Originally Posted by Trumanator View Post
Would cave forts be conscionable? They seem very thematic for dwarves, and I just love auto darkness in forts
I was under the impression that Cave Forts are bugged. Besides, auto darkness would just aggravate the "invicible forts" issue.

Quote:
Originally Posted by kianduatha View Post
I'm somewhat confused; I thought the thematic business *was* getting a fairly high percentage(30+) of non-caster national commanders. It seemed pretty intentional; The castles were amazingly good(not too expensive, high admin, high defense), while it took a lot of gold to recruit casters. In fact, it took as much gold to make a castle+lab+temple as it took to make 2 castles without them. To add to that, the ridiculous resource cost of your troops makes it so that each individual castle cannot produce many troops. So of course you would make as many castles as possible, but some of those would not even have labs in them.

This results in two things: A higher ratio of commanders to troops(and way fewer troops, total), and more national non-caster commanders. Both of those seem very 'dwarfish'.

What would increasing castle cost/time while increasing the resources you get from them do? It would 1. increase the proportion of mage commanders(bad). 2. It would increase the 'real cost' of lightly equipped thugs(bad). 3. It would encourage the use of indy commanders for troop ferrying/carrying crossbows(bad).
Well, my original vison was to have expensive forts, because looking at how the dwarfs do it in Warhammer, it's the way they do things. The current "Citadel" things was just a compromise, because I needed high admin forts. But the sudden appearance of the #castleprod command allows me to circumvent the importance of admin value. (damn I wish we had fort modding). Dwarfs in WH have like 6 major forts, in which most of the dwarf race live, they don't really have towns and castles spread out all over the place like humans. It's all about big communities, which is why massable forts are unthematic. Remember that dwarfs are supposed to be few in number and fewer forts reflect this.

The change will also help to differentiate the nation from Ulm, gameplay-wise.

It's a shame about the non-magic commanders seeing less use, but that's just how Dom3 works. I'll try to counteract this by giving minor researchbonus on Runesmiths (so that you'll need less of them) and boosting the non-magic commanders. I'll also give a new national spell "Restoration of Ancient Glory" which will pop up a fort to a mountain province.

Quote:
Originally Posted by kianduatha View Post
On another note, the Clan King is worth it if you actually turn him Oathsworn(the extra magic resist and runic ward really help), but it's just so hard to justify using him like that when you know he's absolutely useless to you after that battle. Maybe if Oathsworn Kings could actually...do something. Summon allies, priest 2 and inquisitor, an 'increase order/prod in this province' special(I think there is one of those, right?). Something that would make him marginally useful even after laying down the stone.
Good idea. It was my intetnion of giving the Oathstone forms patrolbonus and minor summon commands, but I kind of forgot it. I'll whip something up for the 0.7

Quote:
Originally Posted by kianduatha View Post
Oh, and taking a look at Hammers again: I think the main reason I wouldn't purchase a Hammer is that Rangers do their job better. For 2/3 the gold, you get more or less the same damage(-1 attack, -1 damage), a bit lower defenses, but mapmove 2(!!), stealth, and a ranged weapon(!!). Hammers are still nice, I mean, they just need a comparatively lower cost. Maybe 25.
Good point, I'll try to keep them competitve when comapred to rangers.

Quote:
Originally Posted by kianduatha View Post
I was going to say something about the Engineer, but when I was testing him my game seemed to crash every time I took him into combat. I'm gonna restart my computer and try testing some more, but has anyone else seen this?
The attacksprite might be bugged, I'll take a look at it.
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