![]() |
Re: Warhammer Dwarfs, balancetest version 0.6
Quote:
That castle-summoning spell is the most ludicrously difficult thing to cast I've ever seen. You have to lug a prophetized astral-random runelord over to a mountain province with a lab, and then he dies when he casts it? Or I suppose you could make an anvil of doom and then kill it. By the way, at this point the whole nation almost works better by getting Magic-1, using cheap Engineers as your main researchers, Runelords for your forgers, and just not getting Runesmiths if you can help it. You don't get as many high-earth casters, but you really didn't need many of those anyways. And on the plus-side, you one-turn siege every castle you meet. And have actual battle-casters that don't fatigue out on turn 3. It's at least a fun strategy to consider--you do lose other things by doing so. It's my perception that Runesmiths have so much not going for them that they didn't need a cost increase. Frankly you shouldn't be caught dead bringing more than a handful of them into a battle--and that's mostly because you can't get water/astral buffs any other way. Again, a lot of these things I'd have to be in an actual multiplayer game to test out. Oh, and no matter what, Dwarves can't be as low-tier as Machaka. Just think of what prospectors can do to Machaka province defense. (Actually it's Rangers that utterly destroy them--those throwing axes simply demolish militia) |
Re: Warhammer Dwarfs, version 0.7
Quote:
Quote:
The custom armor actually has a gameplay intent behind it. To make dwarf units more vulnerable to Iron Bane, acid spells and desctruction effects. With the way how natural prot and armor prot combine, if I were to give dwarf units regular chain cuirass instead of dwarf-made one (which has +2 prot compared to normal), I'd have to give them +4 natural prot to keep the same prot value. Quote:
Quote:
Quote:
Quote:
Quote:
Quote:
But seriously speaking, I really don't mind. The only way for my grammar to improve is to be pestered about it constantly. Lightning and Strategy, lightning and strategy. Thanks for that and please keep on rolling. Quote:
But this mod is still in development stage. I know from experience that it's best to *really* aim for weakness for the first releases. It's always easier to boost than nerf in order to fix something. This is basically what my other nation mod, Alugra, is going through. It started out too strong, but I (and other people) got used to it's power level, which made it difficult for me to try to get things appropiately costed. I call this "I don't want to castrate my baby" -effect. Quote:
And if I calculated correctly, Runesmiths now have the second best upkeep/research ratio (second to only journeyman runemsmiths) in the nation (in a drain 3 enviroment, of course). But if people feel that they're not worth going for, I might lower their prices back to normal. It's also good to remember that dwarfs are really supposed to suck at magic, in fact, they shouldn't have magic at all. They could thematically have okay research but they shouldn't ever be "magic" comparable to anything other than MA Ulm. Quote:
1) Reguire astral gems (if it costed earth, it'd compete with Anvil of Doom, and fire/air just don't make sense) 2) Be cheap & low research enough to be able to be casted in mid-game, where forts actually matter (to avoid "Wizard's Tower"- pitfall, it just comes too late to have effect on anything) 3) Not to be spammable, which is hard when taking into account reguirement #2 (because then we'd be right back to the "invicible forts" issue, hence the requirement of killing a prohetized mage, this gives at least 6-month long period between castings). Quote:
Quote:
Quote:
|
Re: Warhammer Dwarfs, version 0.7
Quote:
|
Re: Warhammer Dwarfs, version 0.7
Quote:
Storm Demons are an entire league above Thunderers, between the flying(in storms, too!), storm power, no upkeep, and a nicer ranged attack(theirs scales with strength). Oh, and they're ethereal and take blood slaves, which are renewable. |
Re: Warhammer Dwarfs, version 0.7
I'm wondering if, now that there are seven playable Warhammer nations, that somebody might want to go and make a total conversion mod. There are a lot of spells in the base game that probably aren't appropriate to the feel of the Warhammer world, and it might be neat to strip the game down and rebuild it a bit.
|
Re: Warhammer Dwarfs, version 0.7
Quote:
But in conclusion, yeah, you can't form a frontline with them, but that's not really their point (remember that dwarfs are all about working in community & teamwork). They are slightly behind your frontline, throwing flames until they run out and then wading into melee to support your melee frontline with their 14 ap fire damage with 14 attack value + dam 3 bonus attack staffs. I'd say that they're pretty comparable, but flamethrowers are easier to mass. You have a point about there being other uses for your fire gems, so I might go down to 5 gems if more people feel that they're not worth going for. Quote:
Once again, compare the summon spells. Storm Demons are pretty god damned hard to mass (whereas Thunderers are not), and require *much* more mage time. Thunderers also have slightly higher prec on their weapons and ignore shields (although, to be fair, I think that Storm Demons might too, but I'd have to test to be 100% sure). Besides, one more thing going for Thunderers is your lack of other uses for air gems (air level 1-2 items pretty much suck) and air gems are pretty easy to get, even with just a engineer manually site searching, since over 50% of air sites just reguire Air 1 to find. [8 common sites and 12 uncommon ones, to be exact]. And god help if you luck out into a A2 engineer. He can find over 90% of air sites, just by manual searchs. But in conlusion, I'd consider Thunderers overall performance. Just try them out. You can easily get, say 9-12 of them by turn 18 if you sent out Engineer to site search early. They were just absolutely wicked in my test. Of course, the AI didn't try to counter them, but Thunderers don't really have that many counters. Get lighting resistance or die. Quote:
|
Re: Warhammer Dwarfs, version 0.7
Yeah, Thunderers are still wicked; all I would want to do is change Thunderers to have the same ranged weapon as Storm Demons(so that strength buffs affect it, and to save a weapon slot), and maybe 5 ammo for the Flamethrowers.
I disagree about the air gems once you hit Const-4, though. Boots of Flight are prettymuch the most important item you can forge, right after Slave Matrices. Giving your Runelords mapmove 3 and flying just can't be beat. Dancing Tridents about double the life expectancy of a Slayer in melee, what with the repel and some ridiculously high attack stat. It would really be nice to get better randoms on at least the Runelords. It feels kinda weird that Runesmiths have more reliable Astral, and you just don't have the stability to be able to count on basically ever getting a water random before year 3 or something. You also might go for owl quills if you had any chance of getting an Air1 Runelord before they were obsolete. |
Re: Warhammer Dwarfs, version 0.7
Quote:
Quote:
Quote:
Quote:
And it might not be what you want to go for, but when I think of the tabletop game I always imagine rows of sturdy infantry (which is quite present) backed up by ridiculous amounts of war machines (which don't seem present at all). Now if you don't want to add war machines (I was actually thinking if possible you could have cannons with gift of the heavens or some similar effect if it's moddable since nobody seems to want to just code "gunpowder" effects) I think it's reasonable to see runecasters as being essentially war machine replacements (through judicious use of earth spells, etc) if you did get rid of the crazy armor. |
Re: Warhammer Dwarfs, version 0.7
Interesting point about the war machines. I guess you decided to ditch war machines altogether Burn? That is basically in keeping with dom3 I guess. On the other hand Sombre included a Gnoblar scrap launcher in the ogres mod, which I thought worked quite nicely.
|
Re: Warhammer Dwarfs, version 0.7
Scrap launchers I think work ok because they are essentially the same as a bunch of archers or slingers. Other war machines like cannons, bolt throwers etc I don't think work properly in dom3 for a number of reasons which become evident when you try to make them. They never really work as they're supposed to, look the way they're supposed to or fill the same sort of role they do in warhammer. Dom3 as a system largely abstracts war machines as being part of sieges that you don't get to see.
Then again I have represented most of the war machines for the nations that I've done. When I finish Empire I'm sure people will complain about the lack of them (as well as the lack of gunpowder), but to me it just doesn't work in dom3. I've tried handgunners and pistoliers and I coded up a hellblaster volleygun even, but it all kinda sucked. |
All times are GMT -4. The time now is 03:47 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.