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  #1  
Old February 22nd, 2004, 11:11 AM
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PhilD PhilD is offline
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Default Re: Knighst of Light mod

I believe the Order, as it is, is pretty strong; the only alternative is that I'm getting much better at this game, and isn't supported by other games I played recently

Compared to Ulm, the Order has access to strong priests, and that IMHO makes a big difference - Ulm has trouble using Sermon of Courage, while an Order of Light army can be accompanied by a level 4 priest for Fanaticism (and two cheap [indie] Astral mages will make the same Smite-capable with a Communion).

The OoL Infantry is comparable to the regular Ulm infantry (not Black Plate): slightly higher resource cost, better stats overall. The gold cost is higher, but the gold cost will never be the limiting factor, unless you're buying lots of mages. The OoL infantry are slightly slower on the battlefield (except compared to some of the 1/5 Black Plate), except the Standard Bearers (who tend to run before the rest of the squad and get slaughtered by the enemy's front line - are they given the standard because they're too stupid to wield normal weapons? ).

The Knights are almost identical to Ulm's Black Knights (1 less HP, 1 less Prot, 2 more MR, 4 more Def, Broadsword instead of Morningstar), but then the Order has the option of the cheaper Horsemen, and the Chariot, which is a fast trampler with good morale (especially with a few surviving standard bearers and availability of high-level priests) and excellent protection.

Overall, I believe the Order has the upper hand on basic Ulm; not having the access to the Forging bonus is more than made up for by the better access to priests, and the higher gold cost of the infantry isn't really relevant.

Still, they're a very enjoyable nation to play
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Old February 23rd, 2004, 01:40 AM
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Default Re: Knighst of Light mod

Quote:
Originally posted by Pocus:
3 - I would had put one of each of the duplicate commander Category (marshal, master) as holy, and one cavalry too. Rise the cost by 50% then.
5 - the arch priest should be raised to astral 2 IMO, otherwise he is really a mind duel fodder.
Excellent ideas, IMO.
The standard bearer running up front is a bit bothersome.And since he's meant to go with the troops, he should not be the fastest infantry unit on the field.

MAYBE Pocus is right about the "avoid the low cost infantry unit". However I have not yet seen any reason at all to build the OoL crossbow unit(other than roleplaying, that is ). Considering how many fairly decent indie archers are around, combined with the good up front protection of the rgular units, there is just no need.
Do you go with a woodsman archer at about 9/3n with 11 precision or 10/25 crossbow 10 precision one shot every other round even if it has AP? You need the resources for the other units.


How do you other guys go about it in your games?
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Old February 23rd, 2004, 09:44 AM

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Default Re: Knighst of Light mod

yes right, I was thinking 'do not add a cheap (resources wise) melee infantry, but you are right, the OoL xbows should perhaps not be armored, as there is no purpose in building them with so much resources intensives units.

I have edited OoL for my pleasure, but Sube is the creator. On the other hand, if we cant reach him with the forum, perhaps I can post my changes??
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Old February 23rd, 2004, 10:25 AM

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Default Re: Knighst of Light mod

Hi!

Don't worry, I check the forum at least once per day, but Last week I was away on holydays, so I could do that only occasionally.

Thanks a lot for your remarks! Version 1.0 was by no mean definitive, some play testing and game balance issues to solve were already foreseen.

A few remarks:

1) Unit cost: I would like to keep infantry them resource expensive, they are supposed to be knights after all! But cost reduction for crossbows is a very good idea, balance wise. I had copied them more or less from Ulm (well, crossbow instead of arbalest, but more or less...)

2) Comparison with Ulm: that's a good point, something to think about. Is the OoL really much stronger? That's quite possible. On the other hand, when I play Ulm I heavily use Earth magic and Construction school (lots of Clockwork horrors and magic items), while this is completely missing with the OoL. But maybe it's not enough to compensate... A good issue to think about...

3) Leaderships values: yes they are meant to change, but I haven't downloaded patch 2.08 yet... But soon I'll upload the changes!

4) This idea of making some of the masters holy is tempting me....

I think I'll post a new Version in a few days
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Old February 23rd, 2004, 10:34 AM

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Default Re: Knighst of Light mod

And, talking about Les Chroniques de la Lune Noire, for those of you who have read it, do you like the Last 2-3 volumes? I was a bit disappointed, I think that both story and art are not as good as in the first 8-9
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Old February 23rd, 2004, 11:08 AM

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Default Re: Knighst of Light mod

I dont remember well the Last volume, as I blitzed through them (I got from a friend all volumes, and reread the first, got a bit bored, and discoverd the Last), but I concur that they were not that inspired.

Do you happen to be a french speaking person? I would like to launch a new pbem in march, and your nation will be one of the bad AI (the game will be called 'Between Hammer and Anvil'? I let you deduce where players start!! ).
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Old February 23rd, 2004, 11:14 AM

Dje-la-Bloutre Dje-la-Bloutre is offline
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Default Re: Knighst of Light mod

Quote:
Originally posted by sube:
And, talking about Les Chroniques de la Lune Noire, for those of you who have read it, do you like the Last 2-3 volumes? I was a bit disappointed, I think that both story and art are not as good as in the first 8-9
I didn't like the 9 and 10 volumes... The art is still very cool i think but the story... they seem to be just an introduction for the Last volumes...( but it's quite costly for an introduction lol)

I liked the 10 and 11 except for one thing: Haazhel Thorn did resurect wismerhil again an impression of "deja-vu"


About your mod, I like the units and the fact their is no basic/cheap units.
But I still think after many hours of game that the ressource cost is a little bit high...
Maybe reducing it by some points would be good (and why not lowering the armor by 1).

And for the crossbowmen, they should keep their armor... as in the comic.
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