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b0rsuk mod (temporary name) |
Posted by: b0rsuk - October 31st, 2010, 11:13 - Forum: Master of Magic
- Replies (43)
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I'm working on a mod I would enjoy to play. In a nutshell:
- fun for me to play (highly subjective !)
- there should be more viable choices, variety is nice
- better balance
- weaker ranged units
- unnecessary but fun changes
Current release: 26_11_2010 (I'm using dates unless I come up with better version system)
It's bare bones, the archive contains WIZARDS.EXE, MAGIC.EXE, SPELLDAT.LBX and docs. Put them in your Master of Magic directory. Common sense regarding overwriting files applies - make a backup !
http://www.sendspace.com/file/sofc2m
Note sites like Sendspace kill links if files are not in demand.
Quote:Steppenbadger mod
###################
Introduction
*******************
This mod is a work in progress. The main goals are:
* Improve the balance, more choices should be viable
* Improve variety, effective but too similar tools gain new purposes
List of changes
*******************
Normal units
===================
All races
-------------------
* Spearmen, Swordsmen movement 1 -> 2
* Bowmen ranged strength 1 -> 2
* Cavalry (Paladins, Elven Lords, Centaurs) movement 2 -> 3
* All halberdiers negate first strike.
* Races with fs-negating halberdiers get first strike
* Ship movement - Trireme:2, Galley: 4, Warship: 6
* Unit costs not adjusted (yet)
High Elves
-------------------
* All units lose +1 to hit
* Pegasi gain Armour Piercing ability
High Men
-------------------
* Paladins are no longer Armour Piercing.
Dark Elves
-------------------
* Nightblades movement 1 -> 2, poison 1 -> 2
* Warlocks Doom Bolt -> Web, lose Missile Immunity
* Nightmares lose ranged attack, crosses 8 -> 4, gain Illusionary Attack
* Priests lose ranged attack, gain Missile Immunity, Summon 1 Demon
Gnolls
-------------------
* Wolf Riders movement 3 -> 4
* Settlers swords 2 -> 6
Orcs
-------------------
Theme: forced march
* halberdiers invited to the First Strike Club
* shamans movement 1 -> 2
* engineers movement 1 -> 2
* settlers movement 1 -> 2
* cavalry becomes cataphracts. 0 defense but Large Shield, 6 swords,
and First Strike.
* magicians become war mages. 6 figures, swords, 2 life, 3 shields,
weapon immunity, lose ranged attack but keep fireball.
Trolls
-------------------
* War Mammoths movement 2 -> 3
Halflings
-------------------
* all units no longer "lucky"
* swordsmen, spearmen get 1 strength 2 sling attack
* settlers get 6 stone 6 ammo attack
* slingers melee attack 1 -> 0. Ammo 6 -> 12
Fantastic creatures
===================
* skeletons, ghouls, nagas, guardian spirit, werewolves movement 1 -> 2
* hell hounds, giants movement 2 -> 3
* fire elemental has immolation, -4 melee
* sprites now have passive healing
* werewolves gain Forestry
* gargoyles gain Illusion Immunity
* shadow demons and werewolves no longer regenerate
* shadow demons, werewolves, night stalker, ghouls, skeletons 0 mana upkeep
Spells
===================
* Black Channels cost 100 -> 50
* Chaos Channels cost 50 -> 75
* Warp Creature cost 18 -> 8
* Phantom Warriors cost 10 -> 15
Heroes
===================
* Druid gains Regeneration
* Thief gains Web
* Dwarf gains Wall Crusher
* Orc Warrior loses Mountaineering, warrior random replaced with Armsmaster
* Magician loses Arcane Power, gains free Doom Bolt
Notes
===================
* unit costs not adjusted yet
* I'm unsure about leaving bowmen and shamans/priests at movement 1
* pikemen intentionally left at 1 movement
* unsure about leaving hammerhands, barbarians at movement 1
* more ideas to come
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Combat mechanics |
Posted by: Catwalk - October 30th, 2010, 05:50 - Forum: Catnip
- Replies (47)
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End a unit's turn after attacking
This is partly to help the AI who probably won't be able to learn to take proper advantage of movement. It's also to reduce the tedium of micro management in combat.
Ranged distance penalty
I think there are two problems with how this works at present:
1) It means that high accuracy units can mostly ignore the penalty. With +5 to hit, a -2 penalty merely lowers you from 80% accuracy to 60% accuracy, a relative drop of 25%. I don't think this should be the case.
2) For low accuracy units, it makes no difference whether a unit is at -2 penalty range or -4 penalty, you're down to the minimum 10% accuracy regardless.
If it's possible, I think it'd be interesting to sidestep the accuracy system and have distance be an extra fail factor. Say, a distance x leads to an added fail rate of (x-1) * 10%, so a distance of 9 would lead to 80% fail rate which is applied after normal rolls.
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Heroes |
Posted by: Catwalk - October 30th, 2010, 00:10 - Forum: Catnip
- Replies (65)
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About item slots
It's possible to mess about with item slots for heroes quite easily. For example, as shown below, I want to give Taki 3 ring slots since warrior monks don't use weapons or armour. And Theria doesn't use shields or heavy armour, so she gets 1 weapon slot and 2 ring slots. I'm really interested in the possibility of the following hacks:
1) Distinguishing between shield and armour slots (we could do this as a self imposed rule)
2) Giving some archer and warrior-mage heroes 1 bow/sword or staff/sword slot AND 1 sword slot (can also be done as a self imposed rule)
3) Letting some warrior heroes get 2 sword slots and 1 armour slot (2-weapon combat)
Suggestions for item slots, skills and fame level
In general, I want to remove random skills from most 0 and 5 fame heroes as that can unbalance early heroes significantly.
Code: Barbarian 0 - - - - - - - - -
specials: Thrown 3, Blade Master
item slots: W+W+A
spells:
Bard 0 - - - - - - - - -
specials: Legendary, Charmed, Lucky
item slots: W+A+R
spells:
Beastmaster 0 - - - - - - - - -
specials: Pathfinding, caster 5
item slots: W+A+R
spells:
Dervish 0 - - - - - - - - -
specials: Noble, 1x Random
item slots: W/B+W+R
spells:
Dwarf 0 - - - - - - - - -
specials: Constitution, Mountaineer, Wall Crushing
item slots: W+A+A
spells:
Healer 0 - - - - - - - - -
specials: Healer, Caster 7.5
item slots: W+A+R
spells:
Huntress 0 - - - - - - - - -
specials: Blademaster, Forester, Long Range
item slots: W/B+R+R
spells:
Orc Warrior 0 - - - - - - - - -
specials: Might, First strike
item slots: W+A+R
spells:
Sage 0 - - - - - - - - -
specials: Sage, Caster 7.5
item slots: S+R+R
spells:
Thief 0 - - - - - - - - -
specials: Armour Piercing, Agility
item slots: W+R+R
spells:
Assassin 5 - - - - - - - - -
specials: Poison, Blade Master, Web, 1x Random
item slots: W+W+R
spells:
Druid 5 - - - - - - - - -
specials: Purification, Regeneration, Caster 7.5
item slots: S+A+R
spells:
Magician 5 - - - - - - - - -
specials: Arcane Power, Caster 7.5
item slots: S+S+R
spells:
War Monk 5 - - - - - - - - -
specials: Super Agility, First Strike, Negate First Strike, Blademaster
item slots: R+R+R
spells:
Warrior Mage 5 - - - - - - - - -
specials:
item slots: S/W+A+R
spells:
Draconian 10 - - - - - - - - -
specials: Fire Breath 5, Flying, Might, 1x Random
item slots: S+A+R
spells:
Golden One 10 - - - - - - - - -
specials: Caster 5, 3x Random
item slots: W/S+A+R
spells:
Ranger 10 - - - - - - - - -
specials: Pathfinding, Caster 5, , Scouting III, 1x Random
item slots: W/B+A+R
spells:
Wind Mage 10 - - - - - - - - -
specials: Windwalking, caster 7.5, 1x Random
item slots: S+R+R
spells:
Witch 10 - - - - - - - - -
specials: Caster 10, Life Steal
item slots: S+R+R
spells:
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Racial units |
Posted by: Catwalk - October 29th, 2010, 03:20 - Forum: Catnip
- Replies (42)
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Racial units is the term I use for all units that are restricted to a single race (with pikemen being the sole exception, which bothers me). The racial stat bonuses and penalties applied to basic units do not apply to racial units.
I'm planning on raising the cost of most units to make it a little harder to create a killer stack.
Code: [i]
name fig off def rng amm hrt res cst mov acc special[/i]
[b]Barbarians[/b]
Berserkers 4 7 2 6 t 6 5 180 2 - cold immunity
[b]Beastmen[/b]
Centaurs 2 9 5 4 4 8 6 120 5 - first strike
Minotaur 1 16 6 . . 20 6 200 2 +1 cloak of fear, large shield
Magicians - - - - - - - - - - -
[b]Dark Elves[/b]
Nightblades 2 6 4 2 DmG 4 9 120 3 - magic immunity, missile immunity
Nightmare 1 10 6 8 4 12 9 200 3f +1 planar travel, magic immunity
Warlocks 2 5 6 6 4 - 9 240 2 +1 magic immunity, missile immunity, illusionary attack
[b]Draconians[/b]
Doom Drakes 2 8 3 7 f 12 7 120 4f - -
Air Ship 1 - - - - 10 6 160 3f - -
Magicians - - - - - - - - - - -
[b]Dwarves[/b]
Hammerhands 3 9 4 . . 15 7 200 2 - mountaineer, poison immunity
Steam Cannon 1 - - - - - 7 - - - -
Golem 1 15 16 . . 30 9 300 3 - lucky, all immunities except missile and magic
[b]Gnolls[/b]
Wolf Riders 3 11 4 . . 8 4 160 5 - -
[b]Halflings[/b]
Slingers 6 1 3 1 8 1 5 80 2 - luck, large shield, armour piercing
Half Giants 6 5 4 . . 3 6 100 2 - luck, first strike[i]
name fig off def rng amm hrt res cst mov acc special[/i]
[b]High Elves[/b]
Longbowmen 4 1 3 4 8 2 6 100 2 +2 long range, illusion immunity, forester
Elf Lords 2 9 5 . . 8 8 160 4 +3 first strike, armour piercing, forester
Pegassus 1 12 7 6 4 12 9 180 3f +2 large shield, armour piercing
Magicians - - - - - - - - - - -
[b]High Men[/b]
Pikemen 4 7 4 . . 4 4 120 2 - first strike, negate first strike, armour piercing
Paladins 2 13 8 . . 12 9 240 3 - first, armour piercing, holy bonus 1, large shield
Magicians - - - - - - - - - - -
[b]Klackons[/b]
Stag Beetle 1 18 9 . . 20 5 160 2 - merging, armour piercing
[b]Lizardmen[/b]
Javelineers 5 4 3 4 2 5 3 100 2s -
Dragon Turtle 1 10 7 8 f 16 5 160 3s - -
[b]Nomads[/b]
[u]note[/u]: I'm turning nomad pikemen into normal halberdiers
Horsebowmen 4 6 2 3 4 5 4 80 4 - -
Rangers 3 5 4 5 6 4 5 160 3 - pathfinding
Griphon 1 - - - - - 6 200 4f - -
[b]Orcs[/b]
Wyvern Riders 2 - - - - - 5 160 5f - -
Magicians - - - - - - - - - - -
[b]Trolls[/b]
War Trolls 2 - - - - - 5 200 2 - -
War Mammoths 1 - - - - - 5 - ? - -
[u]note[/u]: I really dislike war mammoths, are they ever used? Want to remake them completely.
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PBEM5c |
Posted by: dazedroyalty - October 28th, 2010, 09:13 - Forum: PBEM Duel Games
- Replies (20)
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Scooter is such a cheater I really need to make sure I fill this first post with nonsense and whatnot or else he'll totally scroll over it and find out that I'm planning to crush him with my barbarian, warring hordes.
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