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

This Month's Specials

The Star & the Crescent- Save $9.00
winSPWW2- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #51  
Old March 26th, 2007, 10:40 PM

Blitz Blitz is offline
Sergeant
 
Join Date: Apr 2004
Posts: 229
Thanks: 0
Thanked 1 Time in 1 Post
Blitz is on a distinguished road
Default Re: Conceptual Balance Mod (and readme file) 1.00

Another issue that has arisen for me... this time with Marignion, and honestly all cavalry. The Royal Guard is so far superior to the infantry units that marignion has to offer now so as to render them almost completely obsolete. While not exactly Vans, the Royal Guard massed and backed with crossbows is fearsome. With the production costs lowered to half of what they were before on both gold and resources, there is no reason to build anything other than crossbows and these broadsword cavalry.
Reply With Quote
  #52  
Old March 26th, 2007, 11:22 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Conceptual Balance Mod (and readme file) 1.00

Yeah it seems all cavalry in CBM was improved. This has resulted in heavy cav, which I thought was powerful enough already, becoming absolute monsters.

Of course light cav is now useful, which is a good thing.
Reply With Quote
  #53  
Old March 28th, 2007, 01:55 PM
Morkilus's Avatar

Morkilus Morkilus is offline
Major
 
Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
Thanks: 0
Thanked 1 Time in 1 Post
Morkilus is on a distinguished road
Default Re: Conceptual Balance Mod (and readme file) 1.00

Here's my overview and summary of the mod; to be edited and hopefully distributed with the ReadMe if QM desires in the next version.
Attached Files
File Type: txt 507735-Summary2.txt (7.0 KB, 160 views)
Reply With Quote
  #54  
Old March 28th, 2007, 02:33 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Conceptual Balance Mod (and readme file) 1.00

Thats one of the better explanations of CB that Ive seen.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
Reply With Quote
  #55  
Old March 28th, 2007, 03:47 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: Conceptual Balance Mod (and readme file) 1.00

It's a very good summary, I don't quite agree with some of the explanations, but a slightly edited version will be in the next release for sure.

On heavy cavalry, I agree they were good base game, but they were very uneconomical to mass. So naturally the indies that have them are tough, but as far as the player recruiting them it was rarely if ever viable. Mostly because of the huge barding costs with no in-game effect.

I agree that Marignon basically only needs one kind of melee troop to go with crossbows, but I disagree that the royal guard is the obvious choice. One problem with heavy cavalry is that it tends to be significantly more vulnerable to battle magic than infantry because of the high gold density on a square, and easier to hit with single effect spells. In any case, it's certainly an improvement over base game where you pretty much only needed crossbows. That said, it's quite possible they need some price tweaking, but so far I haven't seen an eruption of heavy cavalry armies in CB games.
Reply With Quote
  #56  
Old March 29th, 2007, 02:53 PM
Boron's Avatar

Boron Boron is offline
Lieutenant General
 
Join Date: May 2004
Location: Bavaria , Germany
Posts: 2,643
Thanks: 1
Thanked 0 Times in 0 Posts
Boron is on a distinguished road
Default Re: Conceptual Balance Mod (and readme file) 1.00

The Royal Guard Cav seems balanced to me now, but the marignon infantry seems now a bit too weak, mainly because of the high resourcecosts.

I think it would be fair to reduce their resourcecosts 20-30% too.
Then you would get 2 infantry or 1 royal guard.
Would seem fair, the 2 infantry would be slightly cheaper regarding gold costs and overall also be slightly more powerful compared to the royal guard probably, but have the mobility disadvantage.

Because i only share QMs opinion about battlemagic in the last post to some degree. My reason for that is that the Royal Guards have 23 AP, the infantries only 9-10.
So they are exposed to enemy artillery spells before they can do damage for a shorter while, usually only 1 turn before they engage in melee with the enemy troops.
Then the enemy troops might also get hit hurt by friendly fire battlemagic.

And if they survive they are fast enough to kill some mages if the enemy army routs whereas the infantry is too slow so they only rarely kill fleeing mages.
Reply With Quote
  #57  
Old April 29th, 2007, 12:05 AM
Cainehill's Avatar

Cainehill Cainehill is offline
Lieutenant General
 
Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
Thanked 0 Times in 0 Posts
Cainehill is on a distinguished road
Default Re: Conceptual Balance Mod (and readme file) 1.00


I've a quick question - was it intentional to add a spell, "Summon Spectral Infantry" to Early Abyssia, that none of the national mages can cast without empowering them? Fire and Death is fine and all, but I thought there was some consensus that national spells should be castable by national mages, and _none_ of EA Aby's mages can ever cast it - not even a 10% or 2.5% chance of it.
__________________
Wormwood and wine, and the bitter taste of ashes.
Reply With Quote
  #58  
Old April 29th, 2007, 01:55 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Conceptual Balance Mod (and readme file) 1.00

They have a hero (smoulderghost dude) that can do it, I believe.

Also note that without empowering etc LA Ulm can't get its vampire counts.
Reply With Quote
  #59  
Old April 29th, 2007, 08:39 AM

BandarLover BandarLover is offline
Sergeant
 
Join Date: Jan 2007
Posts: 386
Thanks: 24
Thanked 5 Times in 5 Posts
BandarLover is on a distinguished road
Default Re: Conceptual Balance Mod (and readme file) 1.00

If I remember right, Early Age Yomi has the same problem. Few (if any) of their national mages have the path requirements for their national spells.
Reply With Quote
  #60  
Old April 29th, 2007, 02:35 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: Conceptual Balance Mod (and readme file) 1.00

Quote:
Cainehill said:

I've a quick question - was it intentional to add a spell, "Summon Spectral Infantry" to Early Abyssia, that none of the national mages can cast without empowering them? Fire and Death is fine and all, but I thought there was some consensus that national spells should be castable by national mages, and _none_ of EA Aby's mages can ever cast it - not even a 10% or 2.5% chance of it.
Yes it was intentional... but it was also IW's doing not CB.

That said, as Sombre says, if you have worthy heroes running too there is a pretty good chance of getting a fire/death hero.
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 04:28 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.