Re: 11nations mod
Alright, I started up a mid era game with 9 nations in it. Pretty much just checking them out, didn't even conquer 1 single independent with em, but ran em to 40 turns to see what turned up. Some comments might come off as a bit negative, I'm not meaning em that way. Just more along the lines of like, dislike, confused, etc when I looked at it. All in all its pretty impressive. The graphics could use some work in general (bright reds, blues, black, white, etc), but I think that comes after playability.
Gave all nations (except vamps) imprisoned fountain, 6 dom, 3O3P0H2G3L3M
Here goes, first thoughts:
Elves
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No National spells
Possibly rename starting site - forest is a bit drab
Possibly mixup starting army, melee/ranged?
Is 3g too little or too much for +1 morale +1 prec?
Why ever buy the greatsword guy over 2 weapon guy? 2 max damage that significant?
Nice sacreds - look fun
Why buy an advent commander?
Curious how thuggable blademaster commander would be.
Overall seemed ok if a bit plain
Grudenkash
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Construction national spells - golems. A bit underwhelming. The war golem was kind of nice. More or better? Possibly drop the levels of the vanilla golems a bit to infer extra golem expertise?
No scout? On purpose?
Add a minor forge bonus to bloodsmith? 10 or 20?
Possibly increase % random on the sorc or drop price. Why buy a sorceror for 150g for 2F and a tiny random chance vs. a 150g 2B1F1E 50%BFE?
Possibly add a 1 blood slave into start site for national spells, although it wasn't difficult to hunt. Gems/resources seem to be the limiters.
Possibly add a b4f4 potential? Both paths need lvl 4 for boosters.
Unit selection could use some variety
I like the nation, would include it after some tweaks
Kahlahk
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Graphics could use improvement
national spells 4 in conj.
12 swordsmen for 5D seems cheap
1 knight = 4D, 5knight for 10D? Cheap?
Very limited troop selection
Nice starting mage, mages are pretty cheap.
Not a very exciting nation.
Morrowind
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No national spells
6 starting gems - on purpose?
tons of commander choices, some very similar (minor weapon or armor change)
3 sacreds is nice
What's the point of the royal guard? flavor?
Telvanni capt needs amph helm
Good mages and 3H priest
Heroes - got the tinker, pretty nice. 5E too much?
Max magic - 3A,3F,3S
I like this nation, would include it
Altenberg
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No Nat spells
max magic 4F,1A,1E,3S
High morale, heavy armor/resource
Initiate - crusader, 5g for +1hp, +1mor, +1def.. too cheap or not worth it?
Sacred is nice, might be too cheap on the gold
Beefy 2/3S,3H priest for 270g
Heroes - Champ and Venerable priest both seem pretty good
Khaz Durok
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no Nat spells
max magic 4E,2F
units and commanders could use some variety
Might increase % chance on random magics
1 low priest (1H) 270 gold
Heroes are a bit boring - got high king and redhelm
Sysygia
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Nat spells seem to be Lanka's (blood/death)
Magic 4A,1W,1F,3S
Nation is pretty boring
Moork
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No Nat spells
Magic 3D,3B 1 unit with tons of randoms (A,F,W,E,D,B)?
Orcs too cheap?
Like the menhats - odd with the theme, but still like em
Love the trolls and giants (very similar to that free DOM precursor they released). Might need to limit them somehow, they seem powerful (didn't use them in combat yet)
Lord of Negation - first time I looked at this guy I was very surprised. Then after summoning about 20 I had real bad luck I guess. Best I think I got was 3 or 4 levels of magic. Lots of 1 level. Thought he'd be too powerful, possibly not. Wonder how thuggable he'd be.
Good priests, 1H,2H,3H
Hero - got thorn - HUGE mage, too much? had 18 rp and lots of levels + immortal.
Possibly add variety to the starting gems?
Looks like a fun nation
Lhynn
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Tuatha National spells? Cu Sidhe, spell songs?
Magic 3F,3A,3E,3W,S
7 starting gems (3xS,1xF,A,E,W)
No sacreds?
Needs better graphics
Leviathan is nice, need to limit somehow..size 6, 120hp, 11 morale, 13 prot, 3 attacks. Might be too cheap.
Cheap mages for the power it seems
Crazy randoms on minor and archmage
Recruited like 20 archmages, rarely had anything over 4 levels of magic. Highest path was a 3. Bit cheap.
Vamps
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Only nation to have a pretender selection?
Very interesting nation... seems like it would be a lot of micromanagement.
10 domain seems worth it considering that pretty much every unit is immortal. The whole immortal thing might be a bit much. Possibly give all commanders immortal and all troops just regen + rejuv? I'll actually be trying this nation out, looks very intersting.
Research looks to be pretty brutal.
Bunch of national spells - all 0 research
I like it, but I'll have to playtest it I think
lots of domsummons, reanimates
Seems like there will be tons of commanders in a longer game. Would be interesting to see how they do in a long game vs. a short game.
All in all I liked Moork and the vamp nation the best. For the majority more pretenders and national spells would be cool. Didn't get a chance to see many heroes, even with 3 Luck.
Included the game as a .zip for the heck of it. All mods off except the 11 nations, good way to see a bunch of it.
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