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December 16th, 2007, 03:57 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
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Re: New Mod: Law of the Commonwealth
This mod list is cool
Thanks.
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December 16th, 2007, 11:25 PM
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Captain
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Join Date: Feb 2005
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Re: New Mod: Law of the Commonwealth
All thanks must go to Sombre. Its his baby.
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December 17th, 2007, 12:34 AM
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Re: New Mod: Law of the Commonwealth
Version 0.07
A lot of small sprite changes.
Raised "Warden of the Law" att and def by 1.
I'm thinking of giving Heavy guys a shield. There is almost no reason to recruit them otherwise.
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December 17th, 2007, 11:41 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: New Mod: Law of the Commonwealth
Very handsome. I particularly like the simian.
Perhaps the Elder units should be capital only? Capital admin of 10 would be kinda crippling, so maybe not. A Jeweled City could also be made of ice, perhaps (that's admin 40.)
Suggest a national spell that lets you put up a Crystal Citadel for water gems, at a relatively low construction level (that's effect 10063, damage 24); also, I think the alteration nationals should be construction.
The elder units are kinda fragile for a size 4 unit - their strength and hit points seem more like size 3 to me (the simian has absolutely huge wings so that's okay.) If they're that fragile for their size, maybe the description should reflect this?
Several of these units could have a much higher MR (the sacreds, the Teacher of the Law.)
410 gold is kinda a lot for your only priest - I understand that this is deliberate, but the effect will be to get people to use indie priests exclusively.
Why did you rename all the ice equipment? Are you planning to change the stats, later? Otherwise, it's kinda confusing.
Yeah, give the heavy sword and shadow of the law an ice aegis (or crafted shield, if you wish). Warden could maybe have two winged swords? With a strat move of 2 and a shield they'd be worth taking productivity to recruit.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 18th, 2007, 01:52 AM
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Captain
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Join Date: Feb 2005
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Re: New Mod: Law of the Commonwealth
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Suggest a national spell that lets you put up a Crystal Citadel for water gems, at a relatively low construction level (that's effect 10063, damage 24)
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I like that. I'll do some testing.
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If they're that fragile for their size, maybe the description should reflect this?
Several of these units could have a much higher MR (the sacreds, the Teacher of the Law.)
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I'll do that.
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Why did you rename all the ice equipment? Are you planning to change the stats, later? Otherwise, it's kinda confusing.
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What did you mean by that? Could you elaborate?
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410 gold is kinda a lot for your only priest - I understand that this is deliberate, but the effect will be to get people to use indie priests exclusively.
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That was intended. I may need to give more reasons for recruiting the Teachers.
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December 18th, 2007, 01:58 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: New Mod: Law of the Commonwealth
All of the equipment you've given them has the same stats as the equivalent caelum ice equipment but you gave it different names, is all.
Given that, from the descriptions, it sounds like the same stuff, this seemed a bit odd, that's all.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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December 18th, 2007, 02:00 AM
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Captain
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Join Date: Feb 2005
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Re: New Mod: Law of the Commonwealth
I just wanted to give them my own names for the flavor.
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December 18th, 2007, 02:15 AM
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Captain
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Re: New Mod: Law of the Commonwealth
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I think the alteration nationals should be construction.
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The construction tree is too limiting in the spell placement.
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Several of these units could have a much higher MR (the sacreds, the Teacher of the Law.)
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They have low mr on purpose. But I think I'll give them a +1.
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Yeah, give the heavy sword and shadow of the law an ice aegis (or crafted shield, if you wish).
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I was struggling with the shield question. In the end I decided against giving them shields. You get most of them through province defense without recruiting. I'll think what to do about Shadow.
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December 18th, 2007, 02:44 AM
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Captain
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Join Date: Feb 2005
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Re: New Mod: Law of the Commonwealth
Version 0.08
- New spell "Craft Citadel";
- Raised resource cost for Energy Shield;
- Warden got patrol bonus;
- Shadow got stealth bonus and +1 to def & mr;
- Elders and Teacher got +1 to mr.
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December 27th, 2007, 05:35 PM
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Private
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Join Date: Dec 2007
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Re: New Mod: Law of the Commonwealth
Ships are too skilled in Astral. They can cast imprint soul, afair without boosters, and craft rings of sourcery(of wizardry too, if given a crystall coin/RoS). IMHO you need to lover their skill and requirements of "Wormhole" spell to 4 or even 3. Wormhole is national, so there's nothing too bad will hapen.
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