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  #1  
Old March 19th, 2005, 06:57 PM
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Default Re: Random Picks and Modding...

Quote:
Scott Hebert said:
If you say so. I've seen quite a few 'assassin builds' around that are quite effective at any point.
They might be able to kill any human commander they run across, but that's not going to help you very much when somebody takes the fairly simple step of recruiting scouts, 30 gold commanders, and H2 priests for your assasins to spend their turns against.
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Old March 19th, 2005, 07:12 PM
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Default Re: Random Picks and Modding...

Or maybe dump the equation and pull something like this:
Code:

Morale Cost
0 0.00
1 0.05
2 0.20
3 0.32
4 0.41
5 0.47
6 0.50
7 0.70
8 0.85
9 0.95
10 1.00
11 1.10
12 1.30
13 1.60
14 2.00
15 2.12
16 2.23
17 2.33
18 2.43
19 2.51
20 2.60
21 2.67
22 2.74
23 2.79
24 2.85
25 2.89
26 2.93
27 2.96
28 2.98
29 2.99
30 3.00




Quote:
Graeme Dice said:
I'd say that Caelum's mages are a good baseline for what every nation should have.
Right. Lets make national troops more useless than they already are. And lets make most battle summons more effective than most ritual summons. What a fun game!

Quote:
Graeme Dice said:
Quote:
Scott Hebert said:
If you say so. I've seen quite a few 'assassin builds' around that are quite effective at any point.
They might be able to kill any human commander they run across, but that's not going to help you very much when somebody takes the fairly simple step of recruiting scouts, 30 gold commanders, and H2 priests for your assasins to spend their turns against.
If I can spend 50 Gold and a few gems to make my opponent lose 30-50 gold per turn, I'll be happy.
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  #3  
Old March 19th, 2005, 07:51 PM
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Default Re: Random Picks and Modding...

Quote:
The_Tauren13 said:
Or maybe dump the equation and pull something like this:
Code:

Morale Cost
0 0.00
1 0.05
2 0.20
3 0.32
4 0.41
5 0.47
6 0.50
7 0.70
8 0.85
9 0.95
10 1.00
11 1.10
12 1.30
13 1.60
14 2.00
15 2.12
16 2.23
17 2.33
18 2.43
19 2.51
20 2.60
21 2.67
22 2.74
23 2.79
24 2.85
25 2.89
26 2.93
27 2.96
28 2.98
29 2.99
30 3.00



That looks really good! My suggestions:

Cap minimum at .5, and cap maximum at 2.5. Morale 20 is NOT worth any more than morale 19. Not even .1%, and certainly not the 4% or so that your chart lists... since above 16 or so, units will almost never fail morale saves or repel rolls. I've never seen units with 18 morale retreat (when in their own squad).

Morale below 5 (from what I understand of the morale formulas) no longer has any real effect. Units with 5 morale will virtually always fail morale saves and repel rolls (that hit), so a morale 1 units is as useful as a morale 5 unit.

Thanks for generating the chart!
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Old March 19th, 2005, 08:01 PM
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Default Re: Random Picks and Modding...

And that loss would be far more than 30-50 gp, as he would never know just where that assasin was going to be the next turn... Especially if he has flying boots. One would need to have 5+ scouts with any army that moves near enemy area, and either lots of scouts or lots of patrollers (or pd) in research provinces.
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Old March 19th, 2005, 08:24 PM
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Default Re: Random Picks and Modding...

Quote:
The_Tauren13 said:
Right. Lets make national troops more useless than they already are. And lets make most battle summons more effective than most ritual summons.
Are you still hung up on false horrors? They are decent, but it's not like there's no easy ways to get around them.
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