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Mod Adept's Mod (weapon, magic and monster changes) - .com.unity Forums
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Old October 5th, 2011, 01:12 PM

kianduatha kianduatha is offline
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Default Re: Adept's Balance Mod 1.00 ready

What nations are you using as a baseline for this pricing scheme you have going on for Jomon? Gath? Because those troops are largely overcosted themselves and have thematic reasons for their costs(see: Asherite Soldier).

As an example: LA Arcosephale. 10 gold for utterly average Peltasts. 11 gold for 11 hp, 12 morale, 11 str, 11 attack, 11 defense Phalangites/hoplites. Hypaspists are 15 gold but only different from Phalangites etc. by 14 morale instead of 12.

LA Man has 11 HP 12 morale 11 attack 11 def 11 precision crossbow-wielding Tower Guards for 13 gold. 15 gold to bump hp and morale to 13 and def and precision to 12.

Gath: 13 gold for 13 morale, 11 attack 11 def on Zebulunite Soldiers, 15 gold for Asherite Soldiers with *worse* stats than that for thematic reasons. The only troops so far priced similar to yours--and at least they have shields.

I'm also very confused about increasing the gold cost of the sacreds--were you finding people using them too much?

Overall, it feels like instead of making the various weapons more unique or fitting, they are all homogenized. For instance, all of Jomon's weapons are more or less the same. You can use a Katana for 7 damage 2 attack...or a No-Dashi for 8 damage 1 attack. Not enough of a difference to recruit one over the other for different situations. Or the Naginata, which used to be a good option for dealing with high-protection targets. Now it is no different from a No-Dashi damage-wise. Everything is either 7 or 8 damage and...boring. Your changes have reduced the amount of strategy that you can use recruiting Jomonese troops.
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