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July 27th, 2006, 02:41 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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New mod: Nephilim
I decided to release this mod before Dom3. Its untested as usual. The mod is "Late Era" Nephilim.
Ver 0.14
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July 27th, 2006, 02:48 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: New mod
thank you so much, i knew you had it in you! will test asap.
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July 27th, 2006, 03:03 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: New mod
Very nice, summons are nice (are the blood ones the same? i never tested them) but the recruitables seem a little strong, specifically the big arachnid ones and those ranged ones. 15 resources and 1 gold for a 15an damage 1 shot per 2 turns is evil.
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July 27th, 2006, 05:06 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
Blood summons are the same. At Astral 7 you get a very powerful leader.
As for balance, I have no idea how to set the prices on units.
I can make the ranged guy fire once every 3 turns but I think thats too much. I could maybe lower the dmg.
I was thinking of maybe removing the Judge from the beginning of the game, as he is too powerful.
I corrected some mistakes and uploaded the new version. Soul Lens is 10 dmg now.
Gate Keeper is capitol only unit.
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July 27th, 2006, 06:10 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: New mod
good changes, ive seen the astral 7 guy (very nice), also like finally having a recruitable mage. If you remove the judge then they have no real ability to scout early game, it could be damaging.
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July 27th, 2006, 06:55 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
Lol I removed the recruitable mage he was a mistake. The power of the units is offset by the inability to deploy quickly. The Judge can take out almost anything (He turns into the Shadow Lord Judge) so he should be used as an assassin SC in later game, thats why he costs so much.
I'm uploading the next version at the beginning of the thread.
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July 27th, 2006, 07:43 PM
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Colonel
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Join Date: Aug 2005
Posts: 1,606
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Re: New mod
ahh, never saw his second form.
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July 27th, 2006, 08:25 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
Another version. Living Bonded turn Feral if they die in battle.
Corrected all the spelling errors.
If you want recruitable mages, they are going to be in my next mod "Human Trade Republics".
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July 28th, 2006, 12:16 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
Posts: 1,449
Thanks: 4
Thanked 8 Times in 2 Posts
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Re: New mod
Where is the old thread where we tried to come up with a formula for translating stats into gold cost?
It could come in real handy for balancing new mods.
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
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July 28th, 2006, 09:03 PM
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General
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Join Date: Apr 2005
Posts: 3,327
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Thanked 133 Times in 117 Posts
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Re: New mod
Filename errors:
Flag1.tga should be flag1.tga
DarkPanisher1a.tga should be DarkExecutioner1a.tga
Seems very overpowered to me. Gate Keepers are SCs out of the box. I took level 9 independents without worrying. Cheap for what you get. They'd flatten a Neifel Jarl without a problem at a third of the price.
The archers are brutal as well. Biggest problem was keeping them from slaughtering my other troops.
I like the basic idea. Expensive (gem cost) high powered mages and the cheap high resource troops with neat abilities. Just needs more balancing.
I'd still buy Gate Keepers at 500 gold.
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