|
|
|
|
|
September 11th, 2007, 01:16 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Tharoon, Decadent Overlords.
They're hirable mercenaries - they only need gold. If the gold cost needs to go up to balance them, that I have no problem with, but they aren't going to cost resources.
|
September 11th, 2007, 07:17 AM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: Tharoon, Decadent Overlords.
Well since there aren't (you might know better than me cus I'm pretty new to the game) any high defense troops that cost 0 resources (except for the REAL mercs which are severly limited in number and use). I guess there was a reason for that. I think that it would be pretty strong late in the game to be able to build those in every fortess you have since you'll be swimming in money anyway most of the time (I know I am).
So my solutions would be:
-Make em cost resources and a fair amount. (but I know you disagree)
-If they are really heavy cav. they should at least cost SOME resources as to prevent (say 10, which means you can still build 4x as much as you can regulare heavy cav)
-Make em not so heavy armoured, rover sounds like raider (? dun ask me ?) and so maybe SHOULD be lightly armoured.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|
September 11th, 2007, 08:38 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Tharoon, Decadent Overlords.
Well in the late game they're pretty worthless, since they wouldn't stand a chance against the average thug squad, SC or group of battlemages.
It's true that there aren't any units in the base game following this functionality, but that's no reason to change them in itself - mod nations should offer new mechanics and dynamics.
So the concept stays as long as I can balance it. If I can't, I'll change it.
|
September 11th, 2007, 01:12 PM
|
Lieutenant General
|
|
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
|
|
Re: Tharoon, Decadent Overlords.
Yeah of course you can always do as you want.. I still think it would be kinda unbalanced (well at least in the single player game I have now) if I could buy heavy cav in every fortress for 0 resources then I'd easily spend my 90K gold and really have 0 problems with taking all the AI on at once.
So that is why I proposed to make it at least like 10.
IMHO this and the banefire crossbows might kinda overpower the race.
Maybe make em coldblooded since they are snake-like? it's not much for balance but seems appropriate. And mayeb a weakness to cold too?
They look nice though
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
|
September 13th, 2007, 11:12 AM
|
|
Re: Tharoon, Decadent Overlords.
cool mod, you are a monster sombre haha you make mods on your breakfast??
anyway some units have the same numbers as arga dis, so you may want to change that
|
September 13th, 2007, 11:44 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Tharoon, Decadent Overlords.
They aren't out of beta yet, so I haven't attempted to prevent conflicts at all.
The next version will be conflict free with Worthy Heroes, Conceptual Balance and all my MA mods. It will add at the very least 2 new recruitable units.
|
July 12th, 2008, 08:39 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Tharoon, Decadent Overlords.
I will be updating these fellas soon, as promised.
|
July 13th, 2008, 10:38 PM
|
Corporal
|
|
Join Date: Apr 2008
Posts: 63
Thanks: 5
Thanked 1 Time in 1 Post
|
|
Re: Tharoon, Decadent Overlords.
Yay!
Thanks again Sombre, as if it wasn't enough what you do already, you add to it, once again my thanks!
|
July 18th, 2008, 11:21 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
The Phantom of the Opera is here!
The phaaaaaaaantom of the operaaaaaaaa!
AKA Tharoon Assassin. The assassins have gone from a corrupt and exorbitant guild in Tharoon society to a death cult headed by the Prime Minister of Death himself. Like their master they wear a death mask at all times which causes fear and allows them to curse their target with their gaze and as if that weren't enough, their shroud automatically blesses them in battle. The assassins do still require donations to the cult in exchange for their services, but when employed in the service of the nation they come at a discount.
|
July 18th, 2008, 01:04 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Nightfinder Preview
Here is another commander, the stealth leader/mage Nightfinder, along with the stealth troop Rogue.
They have ok protection, good melee and a nasty mini crossbow which causes decay. The decay is subject to change if it's too good/annoying.
After the update the Tharoon will be stealth specialists with a stealth mage, stealth commander+troops, assassin and a consort style spy. They'll also get some elite flying troops.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|