March 20th, 2016, 20:44
(This post was last modified: March 20th, 2016, 20:45 by zitro1987.)
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(March 20th, 2016, 20:30)Seravy Wrote: (March 19th, 2016, 15:18)zitro1987 Wrote: What do you feel about giving gnoll and beastmen bowmen one additional melee point? Given the base '1 melee', the extra boost doesn't seem as helpful as with melee-oriented units. Bowmen are not meant to be used for melee anyway, I don't see why I would care.
Beastmen bowmen have their extra health which is useful for them.
Gnolls...well idk, don't think that extra melee would make them all that useful.
On the other hand...it would be interesting it we could turn gnoll bowmen into some racial unit , for a race that is supposed to be about military, they only have 1 racial unit...problem is graphics would not change, nor do I have any good unit ideas for the race.
btw, looked into mercenaries, having them appear with magical weapons is easy. Having it show up in the dialog is harder but seems doable. Having it based on fame, close to impossible. Wouldn't this reduce the value of alchemist's guild in the early game though? I'm starting to have doubts.
Ok, maybe gnolls could use an extra +1 range bonus to imply they have greater strength (to shoot arrows) or have poisoned arrows (1 poison per figure), otherwise, I don't see much reason to recruit these over swordsmen.
As far as mercenaries just coming with regular magic weapons very early in the game ... I don't think it reduces the value of alchemist guild too much (unless you pick 'famous' retort).
*Mercenaries don't come often ... the vast majority of your troops (90-95%+) still depend on alchemist guild.
*you need gold for them, usually better spent rush-buying settlers/sawmills/marketplaces unless seriously in need of military force.
*Mercenaries need to stay more relevant later in game when nearly all units have magic weapons.
*You can always increase the general cost of mercenaries if needed.
March 27th, 2016, 09:48
(This post was last modified: March 27th, 2016, 09:52 by Seravy.)
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I believe races with a secondary attack type should have 1-2-3 strength instead of 1-1-1 for spearmen-swordsmen-halberdiers. Several units already follow this rule but not all of them.
This means the following changes :
Barbarian Swordsmen : 2 Thrown.
Barbarian Cavalry :2 Thrown (these require the same level building as swordmen)
They have berserkers instead of halberdiers and those already have 3 thrown so no change there.
Draconian Swordsmen : 2 Fire Breath
Draconian Halberdiers : 3 Fire Breath
Dark Elf Swordsmen, Cavalry : They already have a strength 2 ranged attack, no change.
Dark Elf Halberdier : 3 Magical ranged attack.
Reason : Swordsmen and Halberdiers have enough shields that a strength 1 attack would do no damage to them most of the time.
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I like that, though may I suggest '3' for cavalry simply due to their lower figures?
March 29th, 2016, 14:31
(This post was last modified: March 29th, 2016, 14:32 by Seravy.)
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(March 28th, 2016, 06:18)zitro1987 Wrote: I like that, though may I suggest '3' for cavalry simply due to their lower figures?
Sure, that's a good idea.
Minor changes meanwhile.
Dwarves can build Ship Yards (and Maritime Guilds). Aside from "that's how they were in the original", and the race being powerful, I see no reason for this restriction. They have advanced technology (even have steam units!) and are a military race, so I would expect them to build good ships.
Dwarves, on the other hand, can not build the Colosseum. It's not fit for how the wiki (and I would assume the game guide) describes the race as "Dwarves are, in truth, the only residents on Myrror with a defined sense of right and wrong and a social structure designed to protect individuals and foster general excellence".
Also, I reconsidered Dark Elf priests and made them cost 120. While the base cost is too cheap, 50% more is definitely not worth it for an extra 2 ranged attack (unlike on other units that do not have any to begin with, this just improves the strength of an existing one).
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Not sure if it is intentional or not, but I've just noticed Draconian engineers don't have a fly speed anymore. Instead, they have 1 regular move.
Thinking about it, Draconian engineers don't really make sense. Who needs roads when you can fly? (I know, gold bonus. Yet that's what other races are for. Roads for Draconians are like ships would be for lizardmen.)
April 10th, 2016, 19:01
(This post was last modified: April 11th, 2016, 10:00 by Seravy.)
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(April 10th, 2016, 17:20)zhantul Wrote: Not sure if it is intentional or not, but I've just noticed Draconian engineers don't have a fly speed anymore. Instead, they have 1 regular move.
Thinking about it, Draconian engineers don't really make sense. Who needs roads when you can fly? (I know, gold bonus. Yet that's what other races are for. Roads for Draconians are like ships would be for lizardmen.)
Intentional. The AI built roads over water when they could fly.
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(April 10th, 2016, 17:20)zhantul Wrote: Thinking about it, Draconian engineers don't really make sense. Who needs roads when you can fly? (I know, gold bonus. Yet that's what other races are for. Roads for Draconians are like ships would be for lizardmen.)
I'm sure that's why they were eliminated from v1.31 in the first place.
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(April 11th, 2016, 00:22)Tiltowait Wrote: (April 10th, 2016, 17:20)zhantul Wrote: Thinking about it, Draconian engineers don't really make sense. Who needs roads when you can fly? (I know, gold bonus. Yet that's what other races are for. Roads for Draconians are like ships would be for lizardmen.)
I'm sure that's why they were eliminated from v1.31 in the first place.
I just realized the game contradicted itself with that. Usually, Draconian engineers build enchanted roads, and flying units CAN use those to move for free (or for 0.5 in the mod). They just cannot use normal roads but those are not going to be on Myrror anyway.
May 7th, 2016, 18:12
(This post was last modified: May 7th, 2016, 18:55 by Seravy.)
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I just realized Orcs have no use for the Armorer's Guild. I would prefer to let them have all buildings, but the only racial unit they have is using the Fantastic Stable instead (and it's nowhere near powerful enough, nor should it be, to require both).
I'm tempted to remove Draconian engineers (they are problematic anyway), and make a new orc unit in the space. Something like
Orcish Hordes
9 figures, same stats as halberdiers otherwise, 120 cost. Abilities would be Large Shield and Negate First Strike.
Graphics would need to be copy-pasted from Swordsmen.
May 8th, 2016, 08:45
(This post was last modified: May 8th, 2016, 08:48 by zitro1987.)
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I recall being unable to make 9-figure units in the past (with the exception of hydra). I approve the idea of making a many-figure melee unit for armorer's guild, but I'd like it to appear reasonably unique compared to other advanced multi-figure melee units like berserkers or hammerhands.
My attempt: a decent movement melee unit best suited against low resistance opposition (cause fear)
125 cost
8 figures
3 movement
5 or 6 melee
4 armor
2 hp
6 resistance
Cause Fear (increases durability of unit with your -3 to resist version)
Large shield
Negate First Strike
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