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March 8th, 2005, 10:26 AM
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Major General
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Join Date: Jan 2004
Location: twilight zone
Posts: 2,247
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Re: First Beta Release
I've made the mod available for d/l from my site, to increase its exposure.
I do have one minor comment for you, Cherry: you need to get someone else to make a better banner for you. The cherries are great but the text on the .tga looks like an ugly scrawl.
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March 8th, 2005, 12:13 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
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Re: First Beta Release
lmao... I love the new militia description...
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Every time you download music, God kills a kitten.
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March 8th, 2005, 06:07 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: First Beta Release
Quote:
Arryn said:
I've made the mod available for d/l from my site, to increase its exposure.
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Thank you!
Quote:
I do have one minor comment for you, Cherry: you need to get someone else to make a better banner for you. The cherries are great but the text on the .tga looks like an ugly scrawl.
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It is an ugly scrawl - that's my mouse-writing  But it's beta; the final will be a pretty scrawl! Or maybe I'll even open up Gimp and do something nice.
Quote:
The_Tauren13 said:lmao... I love the new militia description...
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Thanks; I had fun writing the descriptions 
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March 8th, 2005, 06:53 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
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Re: First Beta Release
Y'know, the Golden Era Engineer rip isn't all that nice to Engineers. 
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Scott Hebert
Gaming Aficionado
Modding Beginner
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March 16th, 2005, 01:01 PM
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Second Lieutenant
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Join Date: Nov 2003
Location: houston TX
Posts: 493
Thanks: 32
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Re: Recruitable Unit Rebalance Officially Complete!
I love the idea of this mod. Go Saber Cherry!
Some comments:
1. Hunterspiders that lost their riders were already upkeep free
2. AP Longbows is overkill, IMHO. Perhaps give them a reduced chance to be stopped by shields, instead?
BF has to endure much to get (AP) rangers. Which leads to:
3. Rangers were plenty good already. Fear them buffed.
Rabe the Generally Enthused
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March 16th, 2005, 02:27 PM
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Private
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Join Date: Mar 2005
Posts: 19
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Re: Recruitable Unit Rebalance Officially Complete!
Great mod! Really addressed some outstanding issues. I do have some short thoughts on the mod however;
Cavalry is perhaps a bit too cheap. There is a substantial difference between 10 armor and 20 armor; its not just double in effectiveness, its like 4-5x. So when you make, say, Black Knights cheaper AND stronger, they become pretty much the buffest national units in the game. Which may or may not be a bad thing, balance is not a zero sum game and Ulm pays for its Knights by being weak in many other areas, but i gather the Cavalry mod was added in at the last minute and didn't go through as rigerous a testing procedure.
I like the Firbolg Rule of Thumb; is this recruitable unit better than a 10 gem, 5-Path Firbolg? If it is, and its only costing me 50 gold, you might need to think about adjusting something here or there.
Short Bow archers seem useless now compared to xbows because everything has fairly decent armor. I think, imo, a bit too much armor was added to the game...at least with indie troops.
Some random thoughts and obserations:
Prince General has not been improved. Still 10/10 hitpoints.
Lowbowmen have 10 precision instead of 12? That should be changed back. I'm not really certain i like the Change; a weaker, faster firing crossbow...
I like the Change to Imperial Tien Chi troops.
Could you buff Black Forest Ulm's Illuminated One's somehow? Give them the assassinate abiliy, or a slight chance of causing bad luck in the province they occupy. They aren't bad, but BF Ulm is a pretty weak theme that relies almost 100% on a buffed VQ. Trying to play them WITHOUT a combat VQ is a very difficult exercise with their limited magic skills and poor morale troops. The Illuminated Ones are well rounded but rather inefficient per cost; and with death, BF Ulm has a hard time with upkeep, so a 160 gold non sacred caster is more expensive in the long run he looks at first. I see the I.O.s as a kind of traveling old man, with train of servents and hooded girls behind him, journeying to dine at the tables of foreign kings and dignitaries; practising unholy rights at night in his room when no one is looking, throwing poisonous converational barbs at state dinners, subtly manipulating the crowd, stirring up strife wherever he goes, and sometimes just for kicks dominating some poor serf to go burn his own house down, or kill some noble he disliked.
So i'm fond of them  but would like them to a be a bit more powerful than they are now.
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March 16th, 2005, 04:17 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
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Re: Recruitable Unit Rebalance Officially Complete!
BF Ulm? Mass Ranger annihilation works well, so I hear.
Illuminated Ones, as written, are rather disappointing. Granted, they ARE spies, and they should pay for it, but it could work out better. For me, changing Illuminated Ones/Members of the Second Tier from Astral Primary to Blood Primary would be a useful thing to do.
Illuminated One: B
Member of the Second Tier: SBB
Anyway, just a thought.
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Scott Hebert
Gaming Aficionado
Modding Beginner
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March 16th, 2005, 04:23 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: Recruitable Unit Rebalance Officially Complete!
Quote:
Scott Hebert said:
BF Ulm? Mass Ranger annihilation works well, so I hear. 
Illuminated Ones, as written, are rather disappointing. Granted, they ARE spies, and they should pay for it, but it could work out better. For me, changing Illuminated Ones/Members of the Second Tier from Astral Primary to Blood Primary would be a useful thing to do.
Illuminated One: B
Member of the Second Tier: SBB
Anyway, just a thought.
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I have to second that. The change would be pretty thematic for BF and would make it into a powerhouse.
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March 16th, 2005, 04:52 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
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Re: Recruitable Unit Rebalance Officially Complete
I don't think BF Ulm needs any kind of boost (I would put them in the top ten nations/themes), but a thematic change might be fun. Such as giving the member of the second tier the assassin ability and raising his price.
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March 16th, 2005, 06:17 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
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Re: Recruitable Unit Rebalance Officially Complete
My main issues with BF Ulm, from a 'fun' standpoint, are:
1. Bloodhunting Micromanagement (no fun)
2. Pretender 'must' be able to cast Sanguine Heritage
3. Illuminated Ones are pointless (Fortunetellers do everything they do and more)
4. Scales are bad (Death and Misfortune are things you don't want with a Blood nation)
5. Rather random Bloodhunters (I'm not paying 160g for a 1-blood hunter)
As an aside, Zen's mod making the Fountain produce Blood Slaves every turn is REALLY GOOD for BF Ulm.
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
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