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  #1  
Old May 4th, 2012, 11:20 AM

Torgon Torgon is offline
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Default Re: Conceptual Balance Mod v1.92

mistake

Last edited by Torgon; May 4th, 2012 at 11:33 AM..
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  #2  
Old May 4th, 2012, 11:23 AM

Bat/man Bat/man is offline
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Default Re: Conceptual Balance Mod v1.92

I don't see giving iron boars berserk.
Iron skin = no nerve endings...

If Marverni wants them to berserk, they have access to the area effect madness spell..(Touch of Madness?) - which has a huge area of effect, no gem cost, and its low research level.

This spell is over powered as-is. Making them berserk conserves a mage action unnecessarily, and makes the spell even MORE useful to other nations.

Leave it as is and raise the price to 6 e. (minimum).
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  #3  
Old May 4th, 2012, 11:33 AM

Torgon Torgon is offline
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Corinthian View Post
And Torgon, its not only the extra morale that is powerful, although it helps. The main thing is that they have gotten 1 size larger and that they are tramplers.
Incorrect. Iron pigs are also size 3 tramplers. If they weren't it would be an altogether useless spell. Here are the actual stats of both units.

Iron pigs Iron Boars
Size 3 3
HP 15 25
Prot 20 20
Moral 10 15
MR 5 5
En 5 2
Str 12 15
Att 8 12
Def 7 7
AP 10 14
Trample Trample
Forest Suv Forest Suv
Sacred

Yes. There's an HP gain, a boost to attack, and a decrease in enc, and a boost in moral. I'll assert, as I stated before, that the real significant change is the boost to moral (and obviously the sacred). I'd argue that the others are pretty trivial for the purposes your really going to use them for.
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  #4  
Old May 4th, 2012, 11:46 AM

Torgon Torgon is offline
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Default Re: Conceptual Balance Mod v1.92

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Originally Posted by Corinthian View Post
Admiral, I am not saying that we should remove them. Read again. I *am* saying we should move them to a separate spell that is priced differently than the current spell. Because the current spell gives hugely different outcomes depending on witch nation is casting it and is thus making the spell hard to balance.
But that's sort of the point. This is a cool thematic easter egg that the developers put into the game. A useful spell (and Iron pigs for other nations that can cast it is useful spell) becomes even more useful for the guys who worship pigs. This is not some new addition of CBM. The devs very much intended for Iron Pigs in the hands of Marverni to be powerful. Changing cool thematic easter eggs should require a little more evidence than you're mustering.

Quote:
Originally Posted by Corinthian View Post
And weather or not these things actually dominates games is irrelevant because I dont think most Marverni players are even aware of it. The spell does not show up as changed in the list unless you cast it. I did not even know of it before Torgon told me truth to be told.
Just because you did know about it doesn't mean others don't. It doesn't take long to figure out. As I and others have said, Iron pigs is a useful spell. Every nation that has E and N mages should be keeping at least a small herd of metal pigs around, Marverni included. Play one game with Marverni, or just make the pretty obvious guess that a spell dealing with pigs might have a different effect in the pig worshiping nation, and you'll find the change.

I agree that its a useful spell, but easily counter-able; the boars still have craptastic MR. Marverni has A LOT of other uses for E gems.

Last edited by Torgon; May 4th, 2012 at 11:55 AM..
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  #5  
Old May 4th, 2012, 11:51 AM
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Corinthian Corinthian is offline
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Default Re: Conceptual Balance Mod v1.92

Huh? Well what do you know. They did not like size 3 i the sprite and the wiki was down. Though looking at them in the game I notice that the iron pig have a base morale of 8 not 10 though. And the boars are useful blockers even against bigger enemies.
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  #6  
Old May 4th, 2012, 12:04 PM

Torgon Torgon is offline
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by Corinthian View Post
Huh? Well what do you know. They did not like size 3 i the sprite and the wiki was down. Though looking at them in the game I notice that the iron pig have a base morale of 8 not 10 though. And the boars are useful blockers even against bigger enemies.
Oops. I had the moral of both 2 too high because I was looking at them in the home pov in friendly dom. Pigs are 8 boars are 13.
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  #7  
Old May 4th, 2012, 12:25 PM

rdonj rdonj is offline
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Default Re: Conceptual Balance Mod v1.92

I dunno... are you really saying that a difference of 10hp, 3 encumbrance and 4 AP are irrelevant to the usefulness of a trampler? That's a pretty huge difference in efficiency here. It lets them trample better for longer, and take more evocations to the face before dropping.

Edit: Also wow, that must be an insanely old post you're quoting bat/man, I barely remember having made it.
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  #8  
Old May 5th, 2012, 05:38 AM

Calahan Calahan is offline
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Default Re: Conceptual Balance Mod v1.92

Quote:
Originally Posted by rdonj View Post
Edit: Also wow, that must be an insanely old post you're quoting bat/man, I barely remember having made it.
Get with the times rdonj, as this is all the rage amongst the new crowd right now. The cool kids also go a step further by splicing it with some tabloid skullduggery to edit what you previously said to create a juicy sound bite that makes you look like a complete idiot!

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Originally Posted by rdonj View Post
...tartarians should cost 100+ gems...
Groovy!
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  #9  
Old May 5th, 2012, 01:12 AM

Valerius Valerius is offline
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Default Re: Conceptual Balance Mod v1.92

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Originally Posted by Calahan View Post
FWIW, I think Blood is horribly broken and OP in CBM (Edit - Removing SDR's is nothing more than a flesh wound), and not far off that in vanilla. But as least in vanilla Blood was kept in check with Gem Gens (Edit - And no, fixing a broken game feature with another broken game feature is not a good idea, in fact it's a truly awful idea. Thought I'd point this out before any Gem Gen lovers jump on this quote and use it for their stupid argument). But without Gem Gens Blood can just rule the game once you get a mega Blood economy going, since every Blood spell/ritual is either ridiculously cheap, ridiculously powerful, or both in most cases. And Blood summons are not exactly bottom of the food chain. But I've ranted about all this before in many CBM chats and nothing's been done about it, so I've just stopped moaning about it now (the community cheers )
Calahan made the above comment in an exchange regarding claws of kokytos and I thought I'd use it as a jumping off point to talk about the current state of blood magic. I think I'm definitely more optimistic than him as there have been some significant CBM nerfs with regards to blood magic recently (jade knives unique, vampire lords more expensive and infernal disease more expensive) but blood is certainly still very powerful - especially once you reach the late game.

The great (and problematic) thing about blood is that it basically alchemizes gold into "gem quality" summons and powerful battlefield and ritual magic. In this sense blood nations have gems + blood, while non-blood nations have only gems to work with. Now initially of course there is an opportunity cost involved. Individual demonic summons may be cheap but they also require a turn of mage time (in addition to the lost gold from the provinces being blood hunted). But as the game goes on this opportunity cost starts to disappear while at the same time you get access to spells that summon large numbers of a demons at a time as well as powerful battlefield spells.

The utility of gold late game depends on the nation you're playing. Giant nations have mages that are tough enough to survive the late game battlefield. Stealth nations can pick their fights. And of course magic paths factor in. If your mages are throwing around elemental magic that has less utility than if they have S/D/B. If they need a lot of boosters to reach effective levels of magic then gems are the limiting factor, not gold.

So while I don't think gold is useless late game, its utility does go down as the game goes on. Unless you are a blood nation - then you can translate that gold into magic power. And as your need for recruitment decreases, the more of that power you can access.

I'll start the conversation by focusing on one aspect of blood: demonic troop summons. Some highlights of these troops:

High HP and MR (these two are key for late game use)
Morale 30
Low encumbrance
Not effected by darkness
Mobility (usually flight)
Magic weapons
Varying elemental immunities
Specials such as fear, auras, dark power
No upkeep

When you consider the fact that they can stand up to late game magic ranging from master enslave to rain of stones better than national units and that they don't cost a single gem to summon (meaning you can save those gems for forging, summoning SCs and global casting) I'd say these are the best troops in the game.

And it's not just that they're good - they're massable. Even if you haven't gone the route of soul contracts or don't have a trick such as beast bat spawning onaqui, you can still generate large numbers of top flight troops quickly, meaning you can recover quickly from setbacks.

I had a funny situation in a recently completed game where utterdark was up. While everyone, including myself, had their gold income largely eliminated, as the only blood nation in the game I didn't mind this turn of events at all since my blood hunting continued unimpeded - and it was actually an incentive to flip more provinces to being blood hunted to increase my advantage. Btw, in this same game I did most of my blood hunting in just three provinces. Two were in the typical 7-8,000 pop range and another had around 14,000. Under growth 3, in 30 turns of hunting the two smaller provinces with 4-5 B2/3s (and with patrolling to keep down unrest) each province lost only around 1,500 pop. The 14k province was hunted with up to 10 B2/3s for 20 turns (again with heavy patrolling) and only lost about 2k pop during that time.

In another game I had GoNB up and was recruiting mages like crazy. Of course my upkeep shot up as well but my plan was that if I lost GoNB I'd just switch all my provinces to blood hunting and still get value from them despite operating at a loss. But you don't need GoNB for this mechanic to apply - if your upkeep gets too high just convert as many provinces as possible to blood hunting and once again get full value from them.

In short, blood gains strength as the game goes on. Once you reach the endgame I think blood nations have a significant advantage over non-blood nations of equal research and (especially) equal gem income. They are certainly not undefeatable (only MA Ulm is undefeatable ) but since the mechanics of blood magic are what they are I think there's a case to be made for some price adjustments to high end blood magic along the lines of what was done with vampire lords.
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  #10  
Old May 5th, 2012, 01:25 AM

Bat/man Bat/man is offline
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Default Re: Conceptual Balance Mod v1.92

Aren't lances one shots?

Shouldn't ermors cavalry have some weapon beside lances?
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