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  #1  
Old July 6th, 2009, 09:58 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

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Originally Posted by the Vanishag View Post
Ooo! Ooo! Me too!

I really want to try out my mod nation, Alchera (Early Era, but that's an easy fix). Please take a look at it and let me know if there are any balance tweaks you think are necessary. The one I've been agonizing over from the beginning is the Dreamhunter: capital-only and expensive, but a powerful stealth leader, ok mage and (this is the biggie) assassin.

Feedback on the Alchera thread so far has leaned toward that unit being, if anything, underpowered, but...

(Note: this would make the 3rd game I'll be in simultaneously, but that's my self-imposed limit, so I don't think I'm overcomiting.)
I'm looking at alchera now. For some reason there seem to be recruitable bashanites? Also one of the commanders is messed up. This seems to be an error with the start site "Te Korekore". It points at unit numbers not used in the mod. I'll need you to fix that or for you to tell me what they're supposed to be if they're going to be in this game. I suspect dreamhunters are the missing commanders

I suspect summon yarama yha-who is too cheap, they're very good units for the price. You have Yowie listed twice... the first form turns into 2393, but there is no 2393. The second Yowie has the same id number (2390) as the first, so I'm not quite sure what would happen if they changed shape.

I have the feeling Compel Maero is just a tad abusive. Immortal chaff is not in and of itself unfair. Immortal chaff that costs basically nothing probably is. I think they're too massable too early.

Dream hunters aren't weak, but for 400 gold they aren't amazing either. I would leave them where they are for now and see how the game plays out.

I don't feel that alchera is overpowered overall though. I would probably nerf compel maero a bit, but aside from that I think they are reasonable. Go on ahead and play them.

Will take a look at haida gwaii next.
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  #2  
Old July 6th, 2009, 10:31 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

I'm going to go ahead and okay Haida Gwaii as well, so valerius you're in.
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  #3  
Old July 7th, 2009, 11:01 PM
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Default Re: Tourmaline - Mod Nations Game

Quote:
Originally Posted by rdonj View Post
I'm looking at alchera now. For some reason there seem to be recruitable bashanites? Also one of the commanders is messed up. This seems to be an error with the start site "Te Korekore". It points at unit numbers not used in the mod. I'll need you to fix that or for you to tell me what they're supposed to be if they're going to be in this game. I suspect dreamhunters are the missing commanders

I suspect summon yarama yha-who is too cheap, they're very good units for the price. You have Yowie listed twice... the first form turns into 2393, but there is no 2393. The second Yowie has the same id number (2390) as the first, so I'm not quite sure what would happen if they changed shape.

I have the feeling Compel Maero is just a tad abusive. Immortal chaff is not in and of itself unfair. Immortal chaff that costs basically nothing probably is. I think they're too massable too early.

Dream hunters aren't weak, but for 400 gold they aren't amazing either. I would leave them where they are for now and see how the game plays out.

I don't feel that alchera is overpowered overall though. I would probably nerf compel maero a bit, but aside from that I think they are reasonable.
This is what I get for not testing a new version before uploading it.

I went ahead and made some changes - only the last one is a "buff":

Quote:
Originally Posted by the Vanishag
Update: v1.66
* fixed all the stuff I broke renumbering the mod for 1.65
* balance tweaks:
* Compell Maero now summons only one (was variable by skill), but only costs 2 gems (was 3) and Maeros now have 14 HP (was 12)
* Summon Yarama Ya-who cost increased to 15 pearls (was 10)
* Maohi Diver now has mapmove 1 (was 2 - makes them a little less land-friendly) and MR 10 (Maohi norm)
* Possum Warrior now has MR 14 (was 13) to accurately reflect "+2 bonus" from enchanted Possum-skin Cloak (which doesn't actually give +2 MR, but all units in the mod with this armor have +2 MR relative to a comparable unit without
Regarding the Maeros: as they increase unrest in their province 1/turn (each) and aren't stealthy, so you can't use this against hostile provinces, I figured that was a major balance point - losing a lot in a single turn could cripple one's capital the next turn.
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Old July 8th, 2009, 01:58 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

Compel Maero used to be 11+ I take it that wasn't intended. I think they would be reasonably fair at 2-3 per cast. At 1 a cast... well, you could make a case for them, but they probably would not be worth the mage time.
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  #5  
Old July 8th, 2009, 03:41 PM
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Default Re: Tourmaline - Mod Nations Game

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Originally Posted by rdonj View Post
Compel Maero used to be 11+ I take it that wasn't intended. I think they would be reasonably fair at 2-3 per cast. At 1 a cast... well, you could make a case for them, but they probably would not be worth the mage time.
Yeah, at 1/cast I wasn't planning on using them at all. They were supposed to be 2-3/cast... that's me not (sufficiently) testing my mods again. I'll go fix it.
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  #6  
Old July 8th, 2009, 04:41 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game

Okay, I'll check the new version out later today. Then I think tomorrow I will try to get the mod put together. I'll see how many bugs I can iron out myself, but I would highly appreciate it if the other players went out bug hunting as well. This would put us starting on saturday or sunday assuming everything goes to plan.
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