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Old March 31st, 2005, 05:23 AM

Ironhawk Ironhawk is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
Arralen said:
EDIT: Just skimmed through the unit roster with my mod active. See and behold: All inf has either 6,8, or 10 movement points. So there's the possibility to mix sensibly them already present. Try it out.

All ulm inf in the rebalance mod have 5, 7, and 9 speed. So, while not the same exact values that is actually the speeds I have been working with and it has poor results. The faster units are invariably the lightly armored ones and they get to the front or the flanks where they are quickly killed, collapsing the squad morale.

At the very least, the "heavy" versions of all the ulm infantry need to be the same speed. [Heavy Axe, Flail, Hammer, Maul, Morningstar, and Pike] That way you can mix and match units into your ultra-heavy infantry blocks, since they are basically all you ever use anyway. It would be like a modular army. Want some more attacks in your squad? Add in some Heavy Flail. Need to bring down a heavily armed target? Add in some Heavy Maul.
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Old March 31st, 2005, 07:08 AM
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Saber Cherry Saber Cherry is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Quote:
Ironhawk said:
At the very least, the "heavy" versions of all the ulm infantry need to be the same speed. [Heavy Axe, Flail, Hammer, Maul, Morningstar, and Pike] That way you can mix and match units into your ultra-heavy infantry blocks, since they are basically all you ever use anyway. It would be like a modular army. Want some more attacks in your squad? Add in some Heavy Flail. Need to bring down a heavily armed target? Add in some Heavy Maul.
Speaking of which, I think making Mauls 5ap damage was too much... Barbarians and Maul-using Ulmians became immensely powerful in this mod. I'm considering a change to 4ap or even 3ap, which still allows Barbarians and Ulmians to damage protection 30+ targets regularly (at the price of -1 defense and no shield) and possibly increasing the rcost and attack or defense penalty.

On the other hand, it did finally make mauls useful
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Old March 31st, 2005, 10:53 AM
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Ighalli Ighalli is offline
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Default Re: Rebalance Mod game starting, everyone welcome!

Useful yeah, but on the other hand a block attached to the end of a stick isnt supposed to be better than a greatsword! The problem is with the AP flag I think. It would be nice if it ignored half the armor up to a max of X. Then maybe the maul would reduce enemy armor by 5 while fire attacks would half it no matter how much armor they have. Ahh well...
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