|
|
|
 |

June 9th, 2004, 01:58 AM
|
Private
|
|
Join Date: Mar 2004
Location: adfs
Posts: 42
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New Version of Ashikaga Here
this looks really cool. I havent tried it yet, just looked through the mod file, but tell me: How come there are no armor-wearing Samurai..? All had prot 0.
Thanks!
|

June 9th, 2004, 02:10 AM
|
Second Lieutenant
|
|
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New Version of Ashikaga Here
I have a few questions, Potatoman, about this really well-done and polished mod.
First, why are the Mahotsukai death mages? I would have thought they would be blood mages, instead. Thinking a little farther, what do you think of perhaps a Mystic analog for Blood? 3 random Elemental magic, and 2 Blood? It'd be really quite versatile for the Elemental Blood Summons, in keeping with the Mahotsukai tradition, and suitably priced (200g, perhaps?) wouldn't overshadow Mictlan.
A second question I have is the generally high cost of the mages. The Karasu Tengu seems a little pricey. Granted, it's Sacred, and it has a double-random, but a base encumbrance of 10 is way too high for any kind of combat mage, IMO. The Mahotsukai, OTOH, are even worse (arguably). They get no random picks. The Adept has similar magic rankings to 100g mages, and yet cost 170g. I note their high precision, and high base protection, but it still doesn't seem to be worth that much. The Master has similar issues, but the guaranteed Fire/Water pairing is probably worth it.
Anyway, just a couple of questions. I look forward to a discussion regarding them.
Scott
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
|

June 9th, 2004, 08:37 AM
|
 |
Sergeant
|
|
Join Date: Sep 2003
Location: The Urban Wilderness
Posts: 258
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New Version of Ashikaga Here
The Mahotsukai are death mages because it seemed more thematic to me, and because at the time I was working on making a second mod of a heavy blood using nation. Unfortunately my hard drive was wiped after it caught a virus and that mod is pretty much dead.
The mages cost so much because of all the people telling me they cost too little earlier. I'm not a competitive Dom 2 player, so I rely on other people for balancing suggestions. They originaly cost 300 for the master and 100 for the adept.
The Karasu Tengu cost so much because 1/3 of them will be able to cast the Ashikaga nation summons, the Aka/Ao-Oni and Obakei Yurei. They need 2n 2f/w/d, as specified in the readme file.
Samurai should be wearing armor. Their 0 prot is probably due to a known bug with the modding system which causes Dom2 to ignore custom armor and weapons after you start a game, exit to the menu, then re-enter the game. Try re-loading dom2.
|

June 9th, 2004, 04:13 PM
|
 |
Major General
|
|
Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
Thanks: 2
Thanked 4 Times in 4 Posts
|
|
Re: New Version of Ashikaga Here
Quote:
Originally posted by Slygar:
this looks really cool. I havent tried it yet, just looked through the mod file, but tell me: How come there are no armor-wearing Samurai..? All had prot 0.
|
The 'prot' stat in the .dm file corresponds to the innate, basic protection of that unit; likewise for the other stats. Protection, encumberance, defense penalties et al from the armor (e.g. 'Yoroi') are factored in afterwards.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
|

June 9th, 2004, 04:20 PM
|
 |
Lieutenant Colonel
|
|
Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: New Version of Ashikaga Here
Look forward to checking out your most excellent mod's newest developments. (I was one of the people who despite loving it found the previous releases "overpowered", hence do not mind the more expensive units now, though I cannot see your newest changes until I get home.)
|

June 9th, 2004, 04:29 PM
|
Second Lieutenant
|
|
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: New Version of Ashikaga Here
Quote:
Originally posted by Potatoman:
The Mahotsukai are death mages because it seemed more thematic to me, and because at the time I was working on making a second mod of a heavy blood using nation. Unfortunately my hard drive was wiped after it caught a virus and that mod is pretty much dead.
|
Ah, that makes sense. Ah well... it would have been neat to have another Blood nation...
Quote:
The mages cost so much because of all the people telling me they cost too little earlier. I'm not a competitive Dom 2 player, so I rely on other people for balancing suggestions. They originaly cost 300 for the master and 100 for the adept.
|
Odd. I'm not exactly sure why people would say that. 110 or 120 for the Adept and twice that for the Master seems good to me. Basically, my biggest problem playing them so far is how to get any real research going.
Quote:
The Karasu Tengu cost so much because 1/3 of them will be able to cast the Ashikaga nation summons, the Aka/Ao-Oni and Obakei Yurei. They need 2n 2f/w/d, as specified in the readme file.
|
Heh. Guess I should RTFM. Still, they don't really compare to the Celestial Masters of Tien Chi in S&A, and they can get their national summons too. I dunno. Just seems a bit pricey.
Quote:
Samurai should be wearing armor. Their 0 prot is probably due to a known bug with the modding system which causes Dom2 to ignore custom armor and weapons after you start a game, exit to the menu, then re-enter the game. Try re-loading dom2.
|
Seemed okay to me.
Scott
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
|

June 9th, 2004, 04:30 PM
|
|
Re: New Version of Ashikaga Here
Potatoman,
The Mod looks great. And feels great. My only reservation is that they seem to just get too much diverse magic. Fire, Water, Death, Nature all just sitting on their mages.
It does play fine though, the updated costs are very reasonable as well as appropriate.
My only issue is with the Dragon Hero, he's quite powerful (as Heroes should be), but you can get him on turn 2, (I did with Luck 0, and on turn 5 with Misfortune 1). Don't know if there is anything you could do as far as toning down his base stats and adding in a few more slots to upgrade later so he's not an instant killing machine.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|