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April 2nd, 2007, 07:33 AM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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Law of the Commonwealth
Version 0.13
Last edited by Amos; December 31st, 2008 at 05:11 AM..
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April 3rd, 2007, 08:29 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: New Mod: Law of the Commonwealth
Hey there! mind if I share my opinion my opinion of the mod? hope not!
I think things may be almost underpowered considering their cost like, the light blades, they cost, what 16 or 19 gold thats a lot for the weakest unit and their not even particularly worth it, the cold resistance shouldn't really add to the cost that much I mean, the Atlantian deep ones have both 50% fire and cold and they don't cost 16 gold!
So, if I were you, I would lower the units gold cost a little, or make then a tinsy bit tougher, thanks for listing.
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April 3rd, 2007, 09:51 AM
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Captain
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Join Date: Feb 2005
Posts: 867
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Re: New Mod: Law of the Commonwealth
Quote:
Hey there! mind if I share my opinion my opinion of the mod? hope not!
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I appreciate any comments.
Quote:
I think things may be almost underpowered considering their cost like, the light blades, they cost, what 16 or 19 gold thats a lot for the weakest unit and their not even particularly worth it, the cold resistance shouldn't really add to the cost that much I mean, the Atlantian deep ones have both 50% fire and cold and they don't cost 16 gold!
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I'm not balancing against vanilla (I mean what nation would you balance against? R'lyeh that can summon dozens of Vastness free of charge, or Ermor that summons hundreds of undead, or the permanently underpowered Mictlan?) , but even if I did I would be balancing whole nations not individual units. This mod is one of my more vanilla friendly mods but its a basic structure. It will change when I have some time to play with it.
When I balance I do it against internal consistency of a mod, not against other mods.
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April 4th, 2007, 02:32 PM
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Captain
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Join Date: Feb 2005
Posts: 867
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Re: New Mod: Law of the Commonwealth
Version 0.02
Added 5 more units in 2 summoning spells.
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April 5th, 2007, 03:18 PM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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Re: New Mod: Law of the Commonwealth
Gave "Defense Form" Lightning and raised the cost to 10 gems.
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April 5th, 2007, 05:32 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
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Re: New Mod: Law of the Commonwealth
I think the defense form is either very underpowered or far too expensive. It dosnt look particularly useful in battle(1 decent ranged attack) and its fortress defence bonus is far too low for its cost(i can get the same bonus from a 130 gold commander)
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April 6th, 2007, 04:36 AM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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Re: New Mod: Law of the Commonwealth
It has two forms so it has twice as much hp. But I'll drop it back down to 7 gems.
Uploaded.
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April 6th, 2007, 07:38 AM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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Re: New Mod: Law of the Commonwealth
Frigates cost 70 gp for upkeep purposes.
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April 6th, 2007, 08:58 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: New Mod: Law of the Commonwealth
I really like this mod Amos, its very different from all the other nations, though, the commanders are ment to be far supiror than the troops right? whenever I find myself playing it I end up with a about 10 of Those Elders with 5 water magic destroying armies with falling frost, I find most of the troops just act as guards for them not going a lot of damage themselves.
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April 6th, 2007, 09:15 AM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: New Mod: Law of the Commonwealth
I play slightly differently: I find a chokepoint and load it up with those builder guys in terraforming mode then raid deeply with wormholes, ships and the units generated by builders.
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