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Ziky - Main Post

This thread will eventually morph into the typical promotion and download page

ZiKy - Flexibility and Speed

As you may have noticed from a couple of threads, Kyrub and I have leaked the early development on a mod we are working on. This will not be a more polished version of the rough 'insecticide+zitro'; mod that was posted in April. Our vision implements new, fresh ideas to our 'flexibility and speed'; theme. Please note that 'flexibility' does not necessarily mean ridiculous balance where everything is equally good. That is a recipe for boredom. It simply means that players have many more winning strategies at their disposal.

This is not a mod-friendly game, but we will try to get the following ideas working in our mod. Our success can be dependent on your support and enthusiasm.

Speed
_This element predictably borrows very heavily from Zitro's Balance and Speed. If you are unfamiliar with the mod, ZiKy will increase city growth by an average of 20/turn, nearly double outpost growth, increase the chances of mercenaries, and increase movement speed by 1 point in average.

Races
_Each race can be easily distinguished - there will be more distinct bonuses such as high men-+1 research point per 3,000 population
_Some races have alternate terrain bonuses and penalties.
_Each race has a winning strategy. There are no weak races, unless you do not know how to use a race's full potential.
_Building limitations are less harsh.

Wizards
_When creating a wizard/witch, you have up to 10 points to choose from. A maximum of 8 points can be utilized for books, leaving at least 2 points for wizard picks.
_You may no longer start with a rare spell by choosing maximum number of books. In fact, number of starting spells is substantially lowered.
_Several wizard pick bonuses overhauled. New system enhances flexibility and fun factor.

Realms/Magic/Research
_Research Costs standardized within each bracket (common, uncommon, etc). Research costs jump dramatically between each bracket.
_Your research spellbook will no longer be filled with arcane spells
_Spells now will get progressively more cost-effective. Rare spells are all quite powerful
_Very rare spells are incredibly tide-turning and also have the potential for exploits. This may be unbalanced, but in a fun way.
_Several new or modified spells.
_Magic realms are balanced in effectiveness, yet distinct thematically. Every realm (or combination) can have a winning strategy.
_It is now less beneficial for players to pick multi-colored, node mastery wizards.
_You need a certain number of books to obtain advanced spells with rewards and diplomacy

City
_New buildings postponement factor: every city has 5 status Hamlet, Village, Town, City, Capital. They are based on city population (1-4-8-12-15). Buildings will have a number in parenthesis indicating the level necessary for availability.
_More separated usage for buildings (military buildings are separated from buildings giving units experience levels, buildings improving speed of growth from buildings giving food). However, some buildings still have 2 or more goals, giving them supportive role if the first one is unfulfilled.
_Religious buildings = an important source of mana, with only Cathedral giving raw power
_No useless buildings solely used for building requirements. Every building should have its rationale.
_Some buildings replaced while Maritime Guild completely removed.
_Less prerequisites of type: I need University because of War college (but I don't need research).
_Loose tree, various goals, alternative playing styles
_Early buildings more useful for small towns.
_Cost of rush-buying is increased.
_Production carries over to next project.
_Modified terrain and resource bonuses.

Unrest
_Racial Tension (Unrest in Conquered Cities) simplified and standardized. The unrest is now 2 in most circumstances. It is 1 when it involves a friendly race; (halflings, dwarves) and it is 3 when it involves an unfriendly race (e.g. Klackons)
_There is a new building that quells racial tension
_Racial Tension also increases cost of recruiting units.
_Garrison units can only remove up to 2 unrest points instead of 4.
_Tax system more flexible.

Units and Experience
_No useless units. Every unit should have its rationale. Some units boosted, others weakened.
_Spearmen, swordsmen, bowmen, halberdiers, and cavalry are pricier and better in combat.
_Recruit -> Regular -> Hardened -> Veteran -> Elite.
_Bonuses are more gradual per promotion as opposed to veteran -> elite getting it all in 1.31.
_Elite is somewhat comparable to ultra-elite in effectiveness, enhancing normal unit strength later in the game (but later summons are stronger)
_Warlord or Crusade help you reach Champion.
_Experience bonuses from heroes is quite different.
_Units get higher rewards from tougher enemies. It will not be unusual earning over 20 exp after a difficult lair.

Summons
_One of 1.31s worst fails. Units have more specific uses, different capabilities and are arguably more useful overall. Conjurer wizards benefit the most.
_Common - An early alternative to normal units if you lack food or have a starting race with weak early military.
_Uncommon - Generally lower in cost. Weaker 1.31 summons have better statistics. More cost-effective than common.
_Rare - Significantly stronger than in 1.31. Highly cost-effective despite high costs.
_Very Rare - Incredibly powerful, nearly unstoppable creatures but most need much higher cost and upkeep than 1.31

Lairs
_Emphasis on uncommon and rare creatures. Less frequency of easy lairs with few common units. Lairs with a single war bear almost unheard of.
_Towers will be difficult.
_Lair difficulty and magnitude of rewards will be more closely connected. You will not earn a very rare spell after defeating a couple of basilisks.

Combat
_Walls are much more effective, making disrupt, wall crushers, and flyers more useful.
_Combat mechanics such as poison, stoning, first strike, flying, among many others are altered while a couple new ones are introduced. This was a success and will be shared at a later date in more detail
_There is more emphasis on armor on units as 2nd unit promotion hardened grants +1 to defend.
_+1 to defend bug does no longer reduce opponent's to hit rating and is therefore less overpowered.
_Summoning Sickness (summoned combat units cannot act on first turn)
_Different retreat mechanism.
_Less emphasis on non-chaos direct damage spells, especially from AI.

Fame and Mercenaries
_Fame determines availability of mercenaries of higher cost, better magical weapons (up to adamantium), and experience (up to champion). Also, the more fame, the more often you get offers.
_Buildings (oracle) can build up fame. Battles and Just Cause are not the only way to build up fame.
_Fame now affects summon hero spell

AI and Difficulty
_Insecticide 1.40m is the basis.
_Flexibility theme of mod translates to AI being punished less for poor unit, building, summon, and spell choices.
_Difficulty expected to be harder than 1.31. The abandoned 'balance and speed and insecticide' is a fair point of reference
_New difficulty level extreme falls in between hard and impossible
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[saved for further documentation]
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Although I am sure that there will be need for further mods and adjustments in the future, all what you stated here make perfect sense to me. I fully endorse your proposal and wish you luck and speedy delivery so I can start testing it. Any help needed in AI, shoot me an email or PM me.
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sounds exciting! this is the only thing that bothers me:
zitro1987 Wrote:Lairs_Emphasis on uncommon and rare creatures. Less frequency of easy lairs with few common units. Lairs with a single war bear almost unheard of.
_Towers will be difficult.
_Lair difficulty and magnitude of rewards will be more closely connected. You will not earn a very rare spell after defeating a couple of basilisks.
since the game is usually over (in terms of "not knowing if you will win"), doesn't this make lairs useless if played seriously? or will there be some reason why conquering enemies capitals is harder than conquering a lair?
dance!
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Very good! thumbsup

I think I'll try your mod and help you with betatesting.

I'll treat your mod as a new game, since you've modified it deeply. toast

The one thing I've found that will not let me chose your mod over the vanilla game is the increased speed of the units:

zitro1987 Wrote:[SIZE="4"]ZiKy - Flexibility and Speed[/SIZE]

Speed
_This element predictably borrows very heavily from Zitro's Balance and Speed. If you are unfamiliar with the mod, ZiKy will increase city growth by an average of 20/turn, nearly double outpost growth, increase the chances of mercenaries, and increase movement speed by 1 point in average.

This change will screw up my way of gaming, but I can change my strategy, since it is a new game. jive
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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Quote:Although I am sure that there will be need for further mods and adjustments in the future, all what you stated here make perfect sense to me. I fully endorse your proposal and wish you luck and speedy delivery so I can start testing it. Any help needed in AI, shoot me an email or PM me.

We're working at a pretty steady (if not explosive) rate given that we have busy lives and I'm a newlywed. It's very early in development now but we thought it was a good idea to make a discussion thread given that it has leaked on another thread.

We will open threads on elements we are more than halfway finished with low chance of modification.

Quote:since the game is usually over (in terms of "not knowing if you will win"), doesn't this make lairs useless if played seriously? or will there be some reason why conquering enemies capitals is harder than conquering a lair?

Hardly, we can't expect 2-5 angels/gorgons/stone giants (or 2-5 uncommon summons) to be more difficult than an enemy's worst army (or capital) on a decent difficulty setting. Plus, this mod is expected to make game quite harder anyways. The nice rewards from defeating those 2-5 tough units from example will give you an advantage to take against enemy's toughest army.

Quote:Very good!

I think I'll try your mod and help you with betatesting.

I'll treat your mod as a new game, since you've modified it deeply.

The one thing I've found that will not let me chose your mod over the vanilla game is the increased speed of the units:
Thanks! The speed element is radical and has been quite tested on my own abandoned mod with quite the success as gameplay (overland and combat) doesn't seem weird with it. Of course, game will be modded to accommodate higher speeds.
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letsdance Wrote:since the game is usually over (in terms of "not knowing if you will win"), doesn't this make lairs useless if played seriously? or will there be some reason why conquering enemies capitals is harder than conquering a lair?
I am not sure I understand your point, letsdance.

The game should not "be over" (be decided for you) after an easy start in the Ziky. So the development / the challenges should be different to the vanilla. One basic rule for ZiKy is: the knowledge (of spells) is the power. You start with very few (or none) basic spells, you'll take long time to reach for the rarest ones. Getting very rare spells from the early or midgame lairs contradicts these ideas.

As for enemy capitals, they'll be protected by a special magical power, repeatedly smashing the attacking troops. Guess that will make the Fortresses quite hard to take.


Quote:I think I'll try your mod and help you with betatesting.
Nice to hear! Testing is the crucial phase of the project.
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I am interesting about details of the attack difference of combat mechanics(poison,first strike...).
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This looks great to me, I'll definitely end up playing it.

One thing I'd like to see that isn't on the list is more map types and options.
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I think it's good that you have an ambitious approach to it and do not seek to merely "fix" MoM. We already have Insecticide for that, and it does its job well. As FrancoK commented, this really should be considered a new game because the changes will be extensive.
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