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February 23rd, 2004, 07:57 PM
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Second Lieutenant
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Join Date: Sep 2000
Location: Ohio, USA
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Re: Black Company Mod
I for one feel that all of this frivolous discussion regarding play balance for the Taken has led us away from far more troubling shortcomings in this mod.
Such as the absence of Toadkiller Dog. 
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February 23rd, 2004, 08:36 PM
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Corporal
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Join Date: Nov 2003
Location: Denmark
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Re: Black Company Mod
__________________
EU2 1.08beta, HOI 1.06/CORE 0.81, Vicky 1.03 (and Beta), Dominions II 2.11
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February 23rd, 2004, 09:21 PM
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Corporal
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Join Date: Jan 2004
Location: Kennesaw, GA
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Re: Black Company Mod
I have absolutely no idea what the Black Company is, but this still sounds very interesting.
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February 23rd, 2004, 09:56 PM
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Corporal
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Join Date: Nov 2003
Location: Denmark
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Re: Black Company Mod
Its a series of books by Glen Cook.
Here is a link to the first book. I´ve only finished the third at the moment, but they are very good.
Essentially the Black Company is a mercenary company. Theres nothing "Good" and nothing "Evil", but then again, maybe thats not quite true.
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EU2 1.08beta, HOI 1.06/CORE 0.81, Vicky 1.03 (and Beta), Dominions II 2.11
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February 24th, 2004, 02:35 AM
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Sergeant
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Join Date: Jan 2004
Location: athens, georgia
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Re: Black Company Mod
Peter et al--some darn good points. Four (counter) points:
1. Toadkiller Dog. Ok, it's going in as a hero. Tonight!
2. Regeneration 10 means regeneration of 10%, not 10 points. This means a Taken will regenerate 4 pnts/round of combat.
3. The immortality thing is valid. I *think* that they are only immortal inside their dominion, however. I'll test that. If they are immortal outside their domain, I might remove it and increase their regeneration to 20% instead.
4. Mod will be available at the end of this week. Look for it Thursday or Friday. I am finishing up an n'th game (first one to end-game) and working on minor play-balancing issues--ok, and some major ones as well. The Boomers are hard to make just right; and the Forvalaka look pretty weak compared to Werewolves, so I need to beef them up and make them much more expensive. I also just reread the first book, and need to redo the Limper and Shapeshifter--make the first less physically powerful, and the second more physically powerful.
One of the problems with the mod right now is the extremely primitive graphics I have employed. I am lacking in visual artistry. Meaning the .tga files are butt-ugly, but functional.
__________________
--Uh-Nu-Buh, Fire/Death
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February 24th, 2004, 02:53 AM
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General
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Join Date: Nov 2000
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Re: Black Company Mod
Quote:
Originally posted by Uh-Nu-Buh:
3. The immortality thing is valid. I *think* that they are only immortal inside their dominion, however. I'll test that. If they are immortal outside their domain, I might remove it and increase their regeneration to 20% instead.
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Immortality is an extremely valuable statistic, even though it only applies in your own domain. It makes the units ideal defenders, as they need not worry about any losses and can attack turn after turn, gaining HOF points just for dying. When you look at how much a fay boar costs compared to its statistics, you'd need to make an immortal mage with decent stats significantly more expensive than a Niefel Jarl. This is very true if they have good built in equipment as then it doesn't cost any gems to re-equip them.
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February 24th, 2004, 06:09 AM
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Private
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Join Date: Feb 2004
Location: Oregon
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Re: Black Company Mod
For those of you new to the Black Company in the U.S., click here. Easily my favorite book series. Cook's world is gritty and real. Not sterile or squeeky-clean like some.
Great Mod idea! I'm really looking forward to this one!
__________________
"It takes the right mixture of common horse sense and stupidity to make a good commander."
George S. Patton, Jr., General, USA
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