.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #11  
Old June 22nd, 2004, 02:29 AM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: New Barbarian Kings mod

Quote:
Originally posted by tinkthank:
Would you be interested in my humble feedback?

Firstly, thanks for this mod. I like it! Too long have I had Barbarian Kings resting in peace.

The idea of the pillage bonus is perfect. Excellent!
I am not feeling so hot with the fear levels as they currently are, however. The Khan is now exactly as fearsome as an Abomination. I would tone his fear down to fear+1, and I would have the Barbs have Lesser Fear, not Fear +0.

Would you mind a tiny suggestion (which of course you could dismiss as idiotic)?
It could include:
- increasing their precision by 1 (they are excellent riders and at home upon their mounts, thus being able to shoot almost as well as foot-bowmen)
- perhaps adding lesser berserker ability to the Khan and/or the heavier horsemen (although they are at home on their horses and are thus excellent bowmen as well, they have evil tempers)
- Making Ceremony Masters stealthy +0 -- I think they deserve this, it could fit, and would give the Barbarians a slight amount of flexibility
Thanks, this is exactly the kind of feedback I was looking for.

You�re right about the cause fear being too much for thematic reasons, I think -1 for the horsemen and +1 for the khan is more appropriate. To make up for this I was thinking of raising the attack, morale and magic resistance slightly. The increased precision also seems like a good idea, it would be nice if they inflicted more damage before their charge.

I like the idea of a stealthy mage, but I can�t think of a good thematic reason for one.

As for berserk, I'm not sure if that would be a good thing. You don't wand a handfull of beserk horsemen faceing off with a superior force, I also dont want to make them too similar to the independant barbarians.
Reply With Quote
  #12  
Old June 23rd, 2004, 08:47 AM
tinkthank's Avatar

tinkthank tinkthank is offline
Lieutenant Colonel
 
Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
tinkthank is on a distinguished road
Default Re: New Barbarian Kings mod

Yes, that makes sense.
I still would go for lesser fear on the barbarian warriors (fear -3) -- I can't think of a reason why they should be *that* much more fearsome than a standard necromancer -- and fear +0 on the Khan -- that's still pretty fearsome, about as fearsome as some pretenders, and he has *very* easy access to a Helm of Horror.

No, you probably would not want a handful of berserk horsemen facing off a superior force, but I think it may fit thematically, and it would also cause you to make sure that those horsemen are watched well. Also, I think it might make sense -- they will fight to the death no matter what. Of course, I am talking about lesser beserk here (say, -2 or so), so there is no guarantee.
But perhaps +1 morale would do the job as well -- although the heavier Version already has 12 morale, which is very decent for a non-sacred troop.

Alternatively, what about this, a new unit, a swarthy two-handed-sword-wielding unit with decent morale (11), lowish protection and the lesser berserk ability?

I didnt mean a stealthy mage, I meant a stealthy priest (the ceremony master). But I think you are right -- perhaps this doesnt make sense thematically.

Thanks once again for all your effort!
Reply With Quote
  #13  
Old June 23rd, 2004, 04:35 PM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: New Barbarian Kings mod

Quote:
Originally posted by tinkthank:
Yes, that makes sense.
I still would go for lesser fear on the barbarian warriors (fear -3) -- I can't think of a reason why they should be *that* much more fearsome than a standard necromancer -- and fear +0 on the Khan -- that's still pretty fearsome, about as fearsome as some pretenders, and he has *very* easy access to a Helm of Horror.

No, you probably would not want a handful of berserk horsemen facing off a superior force, but I think it may fit thematically, and it would also cause you to make sure that those horsemen are watched well. Also, I think it might make sense -- they will fight to the death no matter what. Of course, I am talking about lesser beserk here (say, -2 or so), so there is no guarantee.
But perhaps +1 morale would do the job as well -- although the heavier Version already has 12 morale, which is very decent for a non-sacred troop.

Alternatively, what about this, a new unit, a swarthy two-handed-sword-wielding unit with decent morale (11), lowish protection and the lesser berserk ability?

I didnt mean a stealthy mage, I meant a stealthy priest (the ceremony master). But I think you are right -- perhaps this doesnt make sense thematically.
I might take the cause fear down another level, since I suppose it makes a fear check every time someone attacks a horsemen in melee. Finding a new unit to add is difficult, since I was under the impression that the mongolians used only horsemen and troops from conquered lands.

There are some neat ideas regarding Barbarian Kings that cannot be implemented with modding at the moment. For instance, one idea of Zen's I liked very much, having horesmen and khans spawn automatically, perhaps realated to pillaging.
Quote:

Thanks once again for all your effort!
A mod without new graphics is really quite easy; nontheless it's nice to know someone else is actually using the mod .
Reply With Quote
  #14  
Old June 23rd, 2004, 04:55 PM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: New Barbarian Kings mod

Quote:
Originally posted by quantum_mechani:
I might take the cause fear down another level, since I suppose it makes a fear check every time someone attacks a horsemen in melee.
I believe that it actually takes place when the fearsome unit begins its turn, as the fear effect is a radiating aura like a cold aura, or the standard effect.
Reply With Quote
  #15  
Old June 24th, 2004, 03:52 AM

quantum_mechani quantum_mechani is offline
Lieutenant General
 
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
quantum_mechani is on a distinguished road
Default Re: New Barbarian Kings mod

Quote:
Originally posted by Graeme Dice:
quote:
Originally posted by quantum_mechani:
I might take the cause fear down another level, since I suppose it makes a fear check every time someone attacks a horsemen in melee.
I believe that it actually takes place when the fearsome unit begins its turn, as the fear effect is a radiating aura like a cold aura, or the standard effect.
Ah, I was under the impression it worked like awe. So does a higher fear rating make the area larger, make it harder to resist, or both?
Reply With Quote
  #16  
Old June 24th, 2004, 04:48 AM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: New Barbarian Kings mod

Quote:
Originally posted by quantum_mechani:
Ah, I was under the impression it worked like awe. So does a higher fear rating make the area larger, make it harder to resist, or both?
Both. For normal fear, the area is the fear rating is grid squares. Every five points of feaer make the morale check one harder.
Reply With Quote
  #17  
Old June 24th, 2004, 09:32 AM
tinkthank's Avatar

tinkthank tinkthank is offline
Lieutenant Colonel
 
Join Date: Jan 2004
Posts: 1,276
Thanks: 0
Thanked 2 Times in 2 Posts
tinkthank is on a distinguished road
Default Re: New Barbarian Kings mod

I didnt know that; I thought that every 1 point of fear made the check 1 harder (but I suppose that would be too tough).
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 09:10 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.