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November 4th, 2006, 07:16 PM
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Major
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Join Date: Jan 2006
Posts: 1,055
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Thanked 29 Times in 13 Posts
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Re: Conceptual Balance Mod 0.91
heh might I suggest asking a mod to merge this thread with the .90 one which has significantly more replies?
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November 9th, 2006, 07:42 PM
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Corporal
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Join Date: May 2004
Location: Ohio
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Re: Conceptual Balance Mod 0.91
This looks really nice! I'm gonna start up a SP game this weekend to try it out.
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November 10th, 2006, 01:21 PM
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Corporal
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Join Date: May 2004
Location: Ohio
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Re: Conceptual Balance Mod 0.91
Haruspex seems to be untouched. Was that intentional?
Because of the changes you made to raise skeletons, my casters tried to use raise dead and since there were no corpses, nothing happened. I think if you want to weaken the skelespam, you should leave the spell at death 2 and maybe lower the number of effects from 5 to 4. Making changes to the path screws up the battle AI.
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November 10th, 2006, 02:58 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: Conceptual Balance Mod 0.91
Quote:
Ighalli said:
Haruspex seems to be untouched. Was that intentional?
Because of the changes you made to raise skeletons, my casters tried to use raise dead and since there were no corpses, nothing happened. I think if you want to weaken the skelespam, you should leave the spell at death 2 and maybe lower the number of effects from 5 to 4. Making changes to the path screws up the battle AI.
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Missing haruspex was a bug.
That's a good point about raise dead, as long as that bugginess remains a different solution is needed.
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November 11th, 2006, 02:45 AM
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Corporal
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Join Date: May 2004
Location: Ohio
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Re: Conceptual Balance Mod 0.91
Crude shortbows don't display arrow animations, they just deal damage.
I've been testing more and I think it's more a problem with raise dead than raising the cost of skeletons. Even in the vanilla game, mages will cast it when there are no corpses to animate. Perhaps it should be removed until it's fixed.
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November 11th, 2006, 03:47 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
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Re: Conceptual Balance Mod 0.91
Quote:
Ighalli said:
Crude shortbows don't display arrow animations, they just deal damage.
I've been testing more and I think it's more a problem with raise dead than raising the cost of skeletons. Even in the vanilla game, mages will cast it when there are no corpses to animate. Perhaps it should be removed until it's fixed.
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Ah, seems I forgot to set the arrow sprite for the bows.
I'll report the raise skeletons issue to illwinter, I think they heard it before but sometimes bugs get buried and forgotten.
Thanks for the testing and issue finding, this was the reason I released the early mod version in the first pace.
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November 13th, 2006, 06:43 PM
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Second Lieutenant
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Join Date: Jun 2004
Location: Lakewood, CO
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Re: Conceptual Balance Mod 0.91
* My first idea for fixing light cavalry is to find a new role for them that they aren't useless at. I think part of the problem is that cavalry don't really "work" in dominions like they did in reality, the mobility advantage is not used on the battlefield that much as the cavalry will stand and fight in melee like any other troop, the only benefit is that cavalry have a better chance to get to an interesting part of the fight before the bog down. Perhaps their defense value could be increased to reflect the difficulty of hitting troops who are supposedly riding around at high speed (sort of a counterpoint to the heavy cavalry's protection-oriented combat approach). I'd also consider a pillage bonus to reflect their raiding/harassing capabilities or stealth +0 to reflect their "armed recon" abilities. But, stealth might be too strong.
* I'm not sure of the gameplay benefit of making independent commanders poor leaders. This just increases micromanagement by forcing players to allocate commander production slots to national leaders and/or use more commanders just to haul troops from place to place. I don't see that troop shuttling is a good place to focus MM resources.
* Will the mod eventually tweak other gods besides those used for blesses? Some of them sort of need it.
* With SCs weaker, it's hard to come up with a good role for titan-style pretenders other than blesses.
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