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April 15th, 2008, 03:34 PM
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Corporal
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Re: Blast from the Past, Return of the Underkings
I thought gold represented training and salaries. Whereas resources represented material and forging.
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April 15th, 2008, 04:22 PM
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BANNED USER
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Re: Blast from the Past, Return of the Underkings
Not necessarily.
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April 16th, 2008, 12:59 PM
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General
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Join Date: Aug 2003
Location: Sweden
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Re: Blast from the Past, Return of the Underkings
Of course dwarves are small. The very word dwarf means small, while gnome means funny man with funny face, funny hat and funny size. Garden gnomes are small, but garden dwarves are miniscule.
THere is a word for 'little men' in all languages I suppose. Dwarf, dv�rg or something else. Not 'squat men'. We follow international conventions an keep the dwarves small.
Gnomes on the other hand could be as any size as long as they appear funny
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Gold is mostly training and salaries. But since it is an abstraction it could mean expensive materials that need maintenance or refueling. Perhaps the golem runs on olive oil. Then it eats supplies as well
I don't think 100 res is that much. With a nice dominion and fort you can easily get 400-500 res. 4 Golems/turn sounds pretty nasty (but I dont know how powerful you intended them).
Hinnom will have a commander that costs 123 res becaiuse of his size (6) and high res cost of magical gear.
Ashdod will have an anakite soldier with res 88.
I've tested them some. Recruitment is rather slow, but they are powerful and it feels ok.
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April 18th, 2008, 09:04 PM
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Sergeant
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Re: Blast from the Past, Return of the Underkings
Changelog added to the second post.
First post has a few more things included (in blue for ease of reading).
I've been working on Underheim for quite a bit more this week, and progress is good, I added two new pretenders, some more spells, and tweaked stats around. The second pretender was inspired by some interesting stories about the Bergrisar, and I think many of you will really like it. I feel much better now about the pretender selection, and feel the spell selection is robust enough. As for actually running playtest games from start to finish, I haven't actually gotten to that yet (as new inspirations keep coming). Despite some ideas still remaining, I'm going to refrain from adding anything more.
So until I run some games through to completion,... you'll all just have to be patient.
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April 19th, 2008, 10:06 AM
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Lieutenant General
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Re: Blast from the Past, Return of the Underkings
hey post your mod.. I want to rip the graphs (since you did that too) to have something to look too when trying my own dwarven mod
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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.
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April 19th, 2008, 11:06 AM
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Re: Blast from the Past, Return of the Underkings
I'm slowly developing a mod using a human race that I call builders. I'm making a summonable unit that might fit in well with your dwarves because of their constuction skills.
The unit is a siege tower. It is summonable, fairly pricey, with requirements that match the base magic skills of the best mage of the nation who I've given 1 magic point in a path that is unique among all other recruitables. It'll have a siege bonus of 25 to 100 (still developing that) with very low attack, defense and HP values along with negative 100% resistance to fire, shock etc. Also it would have 0 mp and 3 ap. It has no usable function other than to accelerate breaching the castle walls.
My thinking on the unit is that you have to sally forth to destroy it, much like I've seen in a hundred movies.
Your a much better modder than I , so you would probably do the thought justice if you think it is viable. If not, I'll creep along with my development.
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April 19th, 2008, 11:43 AM
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BANNED USER
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Re: Blast from the Past, Return of the Underkings
It has 0 mapmove? How is it going to get to the fort to help with the siege?
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April 19th, 2008, 11:52 AM
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Lieutenant General
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Re: Blast from the Past, Return of the Underkings
I think he wants you to summon it in the enemy province where you cannot not have a lab while doing the siege.
__________________
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.
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April 19th, 2008, 12:02 PM
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National Security Advisor
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Re: Blast from the Past, Return of the Underkings
That'd be easier to do by making a Siege Engineer who can shape change into a siege tower with bigger gold cost (== higher upkeep) and mapmove 0, but huge siege-bonus and perhaps powerful, short-range attacks. If done well, it'd be useful enough to be near the frontlines, i.e. near the walls.
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April 19th, 2008, 12:23 PM
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BANNED USER
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Re: Blast from the Past, Return of the Underkings
Quote:
Aezeal said:
I think he wants you to summon it in the enemy province where you cannot not have a lab while doing the siege.
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Damn, your right. I'm still trying to balance the recruitables and haven't even started on the spells.
I don't have much feel for recruitables. What I think is good is way too strong.
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