.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old February 16th, 2010, 03:11 AM
kennydicke's Avatar

kennydicke kennydicke is offline
Corporal
 
Join Date: Feb 2010
Location: Winston, OR, USA
Posts: 87
Thanks: 153
Thanked 12 Times in 6 Posts
kennydicke is on a distinguished road
Default Re: Cinggis Qayan, Wrath of the Khans

Alpine Joe

Quote:
I like the randomness theme, but....costs need to go up, and research down.
Randomness does seem good, and I also felt they were too cheap, for the most part. I only added researchbonus to servant/priest of bay-ulgen, bay-ulgen and (erroneously, Tengri). Should I give a research malus to the rest then? Is this usual for other nations? Or just for these guys? I do agree though, and research will go down. But not for Bay-Ulgen, et al. He and his followers will either retain a research bonus, or simply won't get a malus; which would you prefer, comrade?

Quote:
Servant of Tengri: raise cost to 70 or 75
His original cost was 90; so, no problemo!

Quote:
Odqan: fine as is
Not too cheap for a potential 3F?

Quote:
Servant of Elrik: fine as is
Not too cheap for a potential 4D or 2D2B?

Quote:
Servant of Bay-ulgen: probably lower research by one, or raise cost to 200
Which do you feel is a better option? At this point, I want them to be a staple researcher, so I will up the cost to 210 to be safe.

Quote:
Manzane-Gurme-Toodei: fine as is
I thought maybe was too expensive considering his only real use was the potential water picks. I used the #nobadevents to give a little use of the buildup of them you could get trying for a remote-searcher.

Quote:
Gazar Ej: lower research by one...otherwise these are excellent researchers AND battlemages....
I was going for a researcher who could make a decent battlemage in a pinch (all their mages really, I figured if Mongols had mages, they would be battlemages). Will focus into a battlemage role by reducing research by 1 (maybe 2). Great suggestion!

Quote:
Servant of Ot: fine as is
I had hoped he wouldn't be too cheap considering what he brings to the table. He looks good as a forger/situational battlemage (my goal) right now?

Quote:
Priestess of Tengri: raise cost to 250-270....too cheap for a mage with the chance to get 4A or 4S, even though they are cap only humans with no special qualities....
I made them cap only for that very reason. However, they are probably still too cheap; I will split the difference and raise the cost to 260gp. Another great suggestion. Side note: I hadn't really thought about how powerful they *could* be with those paths, just how thematic and cool they would be.

Quote:
Vessel Priestess: fine as is....niche unit
This was one where I felt the most comfortable in pricing. I felt the #assassin tag might be unthematic (at least in the early Mongol history), and almost went with seduction instead. Suggestions? Side note: The Mongols made frequent use of spies. What would be a good amount to raise the cost of the scout by because he has the #spy tag? I'm thinking 5-10, but it could be a more powerful ability than I realize. Or is his current cost fine?

Quote:
Priest of Bay-Ulgen: seems too expensive...I would always get a priestess of Tungri instead.
In one play test game, I only recruited them and was using aim/other buffs and firing with their bow (with some heavy-type cavalry bodyguards/arrowcatchers; it seemed so effective that I didn't want them to outshine the Priestess of Tengri. Any other suggestions on putting them on equal footing? I would prefer it to be a tough decision on which cap only to recruit, unless you really need a specific one. I will reduce their cost to 250 (original) and increase their research by one.

Quote:
I'll play around with it a bit more.....let you know if anything else seems off. I would really like to play this nation in MP.....I will keep an eye out for a mod nation game.
I love suggestions, and you seem pretty good at making them. MP is without a doubt the greatest gauge for mod balance (this coming from someone who's only played SP). And I would be proud to know that someone liked them enough to try them in a MP environment.

Quote:
Once again....great job with the mod!
Once again...Thanks!!!
__________________
That is not dead which can eternal lie.
And with strange aeons even death may die.
Reply With Quote
 

Bookmarks

Tags
khan, mongol


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 03:16 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.