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  #1  
Old March 10th, 2009, 04:15 PM

rdonj rdonj is offline
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Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

Hmm... now we've got the kind of funny situation where an unequipped prince (140 gold) is a more effective fighter than an unequipped tomb king. Unthematic for sure, but having made a game just to eploit the fact that with a good bless they're great at epanding AND can't die as long as you stay in your dominion... I can completely see the reason from a balance point of view. But it's just not fair, all the other 500 gold commanders can do it! /cry. Actually tomb princes may be a bit undercosted come to think of it, although I'm sure it's already hard enough to convince people to buy them. I think I'll play around with them some more before you hit them with the nerf stick

I'm not really sure that the world is in so much danger from a dominion push/immortals strategy. You'd still need buried pushing your borders so you could preach down enemy dominion, and your god will be dormant until year 3 to give you a good bless, limiting your dominion spread somewhat. But I will grant that it is probably possible to spread your dominion much more than your opponent would like. And if you own one or two capitols, that's a lot of ground that probably has your dominion in it to fight your immortals in. The immortals are still good, but you need to have a more cohesive strategy to use them now, so I suppose that is a point in the direction of balance.
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Old March 10th, 2009, 04:36 PM

llamabeast llamabeast is offline
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Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

Quote:
Originally Posted by rdonj View Post
Hmm... now we've got the kind of funny situation where an unequipped prince (140 gold) is a more effective fighter than an unequipped tomb king. Unthematic for sure, but having made a game just to eploit the fact that with a good bless they're great at epanding AND can't die as long as you stay in your dominion... I can completely see the reason from a balance point of view. But it's just not fair, all the other 500 gold commanders can do it! /cry. Actually tomb princes may be a bit undercosted come to think of it, although I'm sure it's already hard enough to convince people to buy them. I think I'll play around with them some more before you hit them with the nerf stick
Well, the Tomb Prince is in a chariot. It's not that he's fundamentally stronger. If you get the Warrior King hero (a Tomb King in a chariot) I'm pretty sure he's much stronger than a Tomb Prince. Anyway like you say it sounds like it was good for balance if you were successful in using them for expansion. As for all the other 500 gold commanders being able to do it - yep, but I think the Tomb Kings are probably more powerful mages than any of them!

I doubt that I will nerf the Tomb Princes. People never buy non-mages anyway, so it's nice if a recruitable thug is worthwhile for once. I'm glad if you're liking them. Actually I don't foresee any more nerfing in general, subject to feedback from MP games; I've fixed the issues that were concerning me.

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I'm not really sure that the world is in so much danger from a dominion push/immortals strategy. You'd still need buried pushing your borders so you could preach down enemy dominion, and your god will be dormant until year 3 to give you a good bless, limiting your dominion spread somewhat. But I will grant that it is probably possible to spread your dominion much more than your opponent would like. And if you own one or two capitols, that's a lot of ground that probably has your dominion in it to fight your immortals in. The immortals are still good, but you need to have a more cohesive strategy to use them now, so I suppose that is a point in the direction of balance.
Great! That sounds exactly like what I was aiming for.

Thanks for all of your comments rdonj. Your feedback is absolutely invaluable. It also makes it much more fun to have people commenting on things!
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Old March 10th, 2009, 04:47 PM

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Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

I must admit I quite like the idea of Tomb Kings being badass as thugs/SCs. They are pretty nuts in warhammer after all, even leaving spells aside.
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Old March 10th, 2009, 04:58 PM

llamabeast llamabeast is offline
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Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

Well you can make them just as badass as they were for a few gems. A fire brand is better than their staff was, so they're only 10 (or 6) gems away. Actually I just did a little test, and even with just a demon whip (5 gems) and a W9 bless they're pretty effective. I suspect there are definitely some tactics to be had using them as top-end thugs.
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Old March 10th, 2009, 05:27 PM

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Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

Perhaps tomb kings should get a change shape command that gives them a chariot :P
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Old March 10th, 2009, 06:20 PM

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Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

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Old March 11th, 2009, 05:11 PM
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Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

There's a minor bug I've just found. The Lord of the Summer Plague's Plague Bow isn't showing correctly. It's only a guess, but I think this might be related to CBM's Plague Bow being different to the vanilla one.
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Old March 11th, 2009, 05:24 PM
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Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

I have also found an issue, cbm is using weapon 708 for a rusted sword, and you are using it for asp bows so if cbm is added after the tombkings the asp archers cannot shoot. Maybe there are also other things like that in the mod.

i assume on llamaserver cbm is added first?
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Old March 11th, 2009, 06:38 PM

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Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

Wow! That is a bad one. I won't release an update straight away in case any more things come to light, but I'd better fix that soonish. I'll do a systematic check for clashes with CBM. Funny that I didn't do that before actually. I think CBM wasn't used so widely when I first made the mod.

There's no way that I know of to control the load order for mods. Hopefully it's right in Chronicles. Did your Asp Archers not have Asp Bows before? I thought that that change was before Chronicles started.
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Old March 11th, 2009, 06:50 PM

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Default Re: Nation - Tomb Kings - v1.03 released (March 2009)!

I maintain that mods load in the order you 'tick' them in the preferences screen. I have seen no evidence to convince me otherwise.
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