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October 29th, 2005, 05:45 PM
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Second Lieutenant
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Join Date: Sep 2004
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Re: vine whips in conceptual balance 4.0
Quote:
Ironhawk said:
Right. But even armor negating checks are opposed, arent they? So it would be 9dam +2d6oe vs 0prot +2d6oe. Which means you only have less than a 50/50 chance of killing a regular infantry unit with 10hp.
Im fine with it being no strength add, but its rough that you spend 15-20 gems on a weapon that cannot even reliably kill weak units. 12 damage would make it kill regular pretty well I guess. So yeah 12 or 13 dam would make it good vs chaff inf and ok vs elite inf. That seems ok.
And as for it being a specialized SC Killer... I dont really see how? Ok so its armor negating... but if you really want to kill an SC, an anti-SC with high str and Gate Cleaver or a multiplier weapon (like Herald Lances/Flambeau) will do far more damage.
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well the thing that kills should be the fatigue effect, which stays unless the SC has some sort of fatigue recovery and eventually the SC should be overwhelmed by your accompanying troops. Specialized weapons should always be better than a weapon that is generally effective, so no problems with flambeau or herald lance.
The gate cleaver is a very good weapon, but earth gems are very precious and the att/def stats are pretty bad and it wouldn´t be as effective vs masses of cheap troops as the 12 damage wraithsword.
So hopefully the wraithsword will turn out to be a weapon that will be ok all around, but beaten by specialized weapons in their respective specialities.
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October 30th, 2005, 03:01 PM
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Major
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Re: vine whips in conceptual balance 4.0
wand of wild fire is showing up as a sceptre of authority in the weapon slot
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October 31st, 2005, 04:31 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: vine whips in conceptual balance 4.0
Quote:
Wish_For_Blood_Slaves said:
wand of wild fire is showing up as a sceptre of authority in the weapon slot
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This is not a mod issue, nor can it be fixed with modding.
On the vine whip, making it area of effect seems to have broken it's vine ability. Same with the star of heroes anti-armour ability. Next version should correct these by finding a different way to boost them.
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November 2nd, 2005, 04:30 PM
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Sergeant
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Re: vine whips in conceptual balance 4.0
Quote:
On the vine whip, making it area of effect seems to have broken it's vine ability.
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Damn  There goes one strategy out the window. AOE + entangle seemed like a powerful combo.
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November 15th, 2005, 01:37 PM
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Corporal
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Join Date: Sep 2004
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Re: vine whips in conceptual balance 4.0
Quote:
jeffr said:
Quote:
On the vine whip, making it area of effect seems to have broken it's vine ability.
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Damn There goes one strategy out the window. AOE + entangle seemed like a powerful combo.
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Well... only if you are thinking about it only from the offensive point of view. I still remember the first time I put a vine shield on a tartarian and attacked a triton province. It's pretty close to the same thing
Sill
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November 15th, 2005, 07:30 PM
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Colonel
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Re: vine whips in conceptual balance 4.0
how about something that radiates heat with charcoal shield, vine shield and chi shoes/horned helm (to attack)
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December 2nd, 2005, 04:08 PM
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First Lieutenant
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Join Date: Feb 2005
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Re: vine whips in conceptual balance 4.0
Quote:
On the vine whip, making it area of effect seems to have broken it's vine ability. Same with the star of heroes anti-armour ability. Next version should correct these by finding a different way to boost them.
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Its been awhile, but the false fetters morning star got AoE in this mod? I don't think that worked, either.
All in all this is totally a great mod, and nearly everyone agrees since almost all mp games that I've seen posted use it.
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December 17th, 2005, 02:47 AM
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Lieutenant General
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Join Date: Mar 2004
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Heroes in 5.1
Ouch! Is it really intentional that some "heroes" have a morale of _8_??? Broken Empire Ermor gets Zirru the Grand Thaumaturg who's fairly decent - but I find it hard to believe that any national hero is supposed to have morale 8. Unless maybe they're hobbits, or otherwise mentioned as being cowards. 
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December 19th, 2005, 07:25 AM
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Second Lieutenant
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Re: Heroes in 5.1
no it doesn´t make much sense. He has a morale of 7 actually in the base game and I overlooked that incredibly low score when making the hero mod. Should be fixed to 13 or 14 if a new version gets made  . Thanks for pointing it out.
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December 19th, 2005, 12:06 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Heroes in 5.1
Yeah, I checked it last night and even in the base game he comes with 7 or 8. Think it's a bug of sorts.
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Wormwood and wine, and the bitter taste of ashes.
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