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-   -   ReBalance Mod : drastic changes to the Dom world (http://forum.shrapnelgames.com/showthread.php?t=30601)

Arralen October 3rd, 2006 09:18 AM

ReBalance Mod : drastic changes to the Dom world
 
1 Attachment(s)
Let me present you the (humble beginning of) the ReBalance Mod for Dominions 3 !!

This mods tries to achieve a quite different feel how the game plays. Some of it's changes are minor, some are rather drastic. I expect quite some outscries from the community that this or that will/does/cannot work this way. But please - test this first and come back with statistical relevant evidence (savegames) - your 'gut feelings' might be thoroughly wrong!

Here's a draft overview of the changes I made:

ReBalance: Basic Rules v0.02
unresthalfinc 25 - amount of unrest that cuts income in half. Default 50.
unresthalfres 50 - amount of unrest that cuts resources in half. Default 100.
eventisrare 20 - value is the chance of a random event to be a rare one. Default 15

turmoilincome 4 - effect turmoil and order has on income. Default 7.
turmoilevents 10 - turmoil affects the event frequency. Default 5.
slothincome 5 -effect sloth and productivity has on income. Default 2.
slothresources 12 -effect sloth and productivity has on resources. Default 10.
coldincome 4 -effect cold and heat has on income. Default 5.
coldsupply 15 -effect cold and heat has on supplies. Default 10.
deathincome 6 -effect death and growth has on income. Default 2.
deathdeath 2 -effect death and growth has on population in 0.1% per month. Default is 2.
deathsupply 20 -effect death and growth has on supplies. Default 20.
luckevents 5 -luck affects the event frequency. Default 5.
misfortune 15 -(mis)fortune affects the possibility of an event being good. Default is 10.


ReBalance: Spells v0.02
Nearly nothing atm. Expect to see summons become 1.5-2x as expensive and cost upkeep in gold in future versions. Exception will be up-ot-now mostly unused low-level-summons and the like.
Change the path costs of "Sea Lions" and "Bog Beasts" to be A) more sensible compared to each other and B) to make Sea Lions castable by LA Atlantis.

ReBalance: Units and Equipment v0.02
Changes to pathes of LA Atlantis mages (only 50% random pathes in the game AFAIK) to make them a little bit more useful and consistent with the story/MA Atlantis. Prices changed accordingly.
Fixed some units equipment.
Missile weapons:
-- javeling & slings, bows and Xbows get +2 acc --
-- bows become armor piercing with DAM/2 --
-- Xbows need 1 more turn to fire, reduced range --
-- ammos gets doubled to keep archers from entering --
-- melee in slighty prolonged battles --

Have fun, and feel free to discuss! No flames please, doctor said I shouldn't get excited so much http://forum.shrapnelgames.com/images/smilies/wink.gif

DominionsFan October 3rd, 2006 09:29 AM

Re: ReBalance Mod : drastic changes to the Dom world
 
Interesting Arralen, I will definitely give it a try. http://forum.shrapnelgames.com/images/smilies/cool.gif

Endoperez October 3rd, 2006 10:45 AM

Re: ReBalance Mod : drastic changes to the Dom world
 
Try LA Man. Chelms has 50% randoms, 10% randoms, spies with siege bonus who have enough often-randoms to be usually mages, Inquisitor-priests who might have magic, Judges with insane patrol bonus who are often mages, etc.

Also, Growth/Death default effect on supplies is +/- 15%, not 20%, and Luck effect on good/bad events is 13%, not 10%. These aren't that important once more people have the game, but not all have them yet.

You might want to consider making Spies more expensive, and making unrest-increasing spells more expensive.

The Order/Turmoil change is certainly interesting. Drastic change. I'm not sure if it wil work, but it is interesting.

Would you like to tell what you want to achieve with this?

Morkilus October 3rd, 2006 01:54 PM

Re: ReBalance Mod : drastic changes to the Dom wor
 
So far it looks like the mod would increase the effectiveness of raiding, patrolling, and spies due to the increased importance of unrest, and increase the penalties for the bad scales, making a bless strategy less effective. Those are, of course, "gut feelings". It's waaaay too early for me to say anything else http://forum.shrapnelgames.com/image...ies/tongue.gif

Lleihsad January 15th, 2007 03:54 AM

Re: ReBalance Mod : drastic changes to the Dom wor
 
This mod seems to make a point of making turmoil/fortune an even more effective money-maker than it already is, while weakening the the benefits of order. I'm guessing your a fan of the turmoil/fortune/growth strategy.

CaoCao January 15th, 2007 05:22 PM

Here take this apple! (uh poisoned...)
 
Turmoil/Fortune is just the way to go. If you get lucky you can have a huge advantage and if you get unlucky you probably would have lost anyway! [img]/threads/images/Graemlins/Cold.gif[/img]

Lleihsad January 16th, 2007 10:05 PM

Re: Here take this apple! (uh poisoned...)
 
Granted, but that just illustrates my point. Why does it need to be MORE effective? I've found turmoil/fortune to be better than order in most cases, even without a mod.


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