Zitro - the voice of reason
But yeah, the unit ideas and graphics are dope
But yeah, the unit ideas and graphics are dope
Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore |
Cataphracts and Steam Tank Units Submod
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Ok, here's a series of proposed reworking of these new or heavily altered units:
*Hoplites to have 6 figures, lose large shield, and move 3 (making these faster, slightly more damaging halberdiers with lower resistance ... mediocre as expected out of Orcs and noticeably different than legionaries) *Legionaries to cost 120, lose 1 resistance, lose 1 thrown, and have 2 upkeep. I like the idea of Orcs having a melee healer that hits fliers, and orcs having a well-rounded and fairly mediocre unit with strong buff potential granting 'life' and 'chaos' strategies - a bit similar to 'crusaders'. The unit is strong enough to warrant a decent cost. Losing 1 thrown makes buffing a bit more difficult and 1 lower resistance riskier to certain spells. *Kardakes - Lower # of shots to 2. *Killer Wasps - drop poison to 1 per figure, reduce figures to 6 *Cloud Giant - melee 10, ranged 12, 5 armor *Cataphracts - Remove armor piercing, reduce melee to 7, range 5, thrown to 3, keep to hit bonus and armor from 8 to 5. A pretty versatile unit that now has a counter: high-armor units *Steam Tank - Reduce movement to 2, range to 8, hit points to 13, cost to 180. Equally slow but a strong alternative to hammerhands with a counter of having low hit points. *Witch Doctors - reduce poison to 2 per figure (total 8) and remove regeneration for a unit specialized in ranged poison but not too overpowered (think about arcanus races generally having low resistance). This is arguably a very very strong unit and it might need to require an additional building. *Chieftains - Might as well reduce range attack strength to 5 to compensate for added durability
You are thinking too much in terms of Seravy's balance. The intention was not to stick to his balancing, but to experiment with new ideas. In particular, I disagree with making Cataphracts so much weaker - Armorer's Guild units are supposed to be awesome, and your stats would make it a very boring upgrade over Horsebowmen. I have also tried the 4 shots pikemen and frankly, the armor piercing shots are not as strong as you think they are, given the fact that ranged weapons have to hit falloff. As for Regeneration, our idea was that Gnolls really need the best kind of Shaman to stand out, as they struggle with attrition based battles. Making Witch Doctors vulnerable to regular death would defeat this. You are overlooking one very important detail with the wasps - they are forced to fight in melee range, and often take losses that way. So it's fine for them to have such high poison damage. I do think Focus Magic would break them though.
Thanks for your feedback and criticism, @zitro1987
In next version. - I compare Hoplites(old horde) to High Men pikemen, maybe I compare to wrong unit, I will reduce figures to 6 but increase defend to 5 and retain large shield (historical hoplite's shield, Aspis, is very large one) - Legionaries's thrown reduce to 1, resist reduce to 6, cost increase to 100, upkeep increase to 2, it does not have healing spell, it has healer trait instead - Steam Cannon cost increase to 120 - Wyvern with thrown is intentional as I and Anskiy think original one is not good enough. But as you point out, I will reduce poison damage to 4 instead. - Slingers cost increase to 70 - I give all priest resistance for all +1, as theme of High Men is that unit has special bonus, so I give them +2 as they used to have +1 - Kardakes cost increase to 85 - Mythical-wise, hydra suppose to be the most poisonous creature in greek mythology, so that is how I set insane amount of poison in the first place (intentionally higher than Great Wyrm) but I don't know that poison apply per figure so I think will reduce it to 11 instead (still higher than everything individually except Great Wyrm) - Wasp poison will reduce to 2, I will avoid reduce number of figure than this (currently 7) due to strength of swarm is always by number and at figure 6 it look too orderly in battle. - Behemoth lose its caster status but as you point out that it buffed too massively (I have Godzilla in mind when create this), I will increase cost to 500 instead - Cloud Giant stat is already lower than original storm giant, but if you point out that it still too strong, I will reduce attack to 11, ranged to 13, defense to 5 - Cataphract attack reduce to 6 (it charge slower than knight but shoot/thrown before charge and higher momentum which represent by armor piercing, for it to have much higher raw attack than Elven Lord is oversight for me), thrown reduce to 3, ranged reduce to 5, defense reduce to 7 (it intent to be highest defend cavalry due to that is what historical cataphract is), cost change to 210 - Steam tank range reduce to 10, movement reduce to 2 cost reduce to 200 - Witchdoctor poison would reduce to 2 and lose regeneration 0 - Troll Chieftains (old magicians) get armor buff due to it lost missile immunity and now they are Armorer's Guild+Magic Market unit instead (troll nolonger able to access to wizard's guild in this submod), I reduce ranged to 6 as you point out.
Submod version 1.1.0 is out with these new units
https://www.mediafire.com/file/mej5stt1i...0.zip/file Change in version 1.1.0 - Add unit "Antlions", semi-cavalry units for Klackons (recruit with Stable) - Add unit "Maiden Queens", unique non-range support flyer caster/healer for Klackon (recruit with Wizard's Guilds + Animist's Guilds) - Add unit "Halfling Scout", light cavalry with minimal attack but very high movement, wide scout range, and has innate stealth for Halflings (recruit with Stable) - Add unit "Sea Hags". unique melee/caster for Lizardmen (recruit from Wizard's Guilds in coastal city) - Dwarves now could no longer able to build stable (due to no unit to give them from this building yet) - Settlers now show race of origin - All Spearmen now get +1 figures - All Engineers now have 2 movement points - Centaurs gain first strike - Dark Elf Apprentices now recruit from Sage's Guilds, caster skill changes to 20 and has stats comparable to shaman - Stag Beetle defense increase to 8 - Fire Elemental gain fire breath 4, non-corperal and immolation - Water Elemental gain non-corperal - Killer wasps lose non-corperal (so now vulnerable to web), to hit reduce to 30%, poison reduce to 1, defense increase to 7, and figure increase to 9
Submod version 1.2.0 is out.
https://www.mediafire.com/file/y4di3odwa...0.zip/file Change in version 1.2.0 - New sprites with shield for Minotaurs and Gladiators - New sprites for Gorgons - New unit: Coatl (feathered serpent) replacing Water elemental as uncommon summon for sorcery which could fly, lightning breath, poison, and casting 15 mp in combat - Water Elemental move from sorcery uncommon summon to nature combat summon replacing catapult in its role - Water Elemental range attack reduce to 8, to-hit reduces 40%, cost of combat summon become 40 - Fire elemental to-hit increase to 40% and combat summon cost increase to 25 (as now it has fire breath, non-corperal, and immolation on its own) - Magicians's missile immunity replacing by large shield. - Rangers' resistance reduce to 7 and to-hit increase to 40% to switch stats from nomad to high elf - Sea Hags's poison reduce to 2 - Catapult has been moved to new slot as now it nolonger summonable by nature spell - Mystic Surge become rare tier spell with casting cost reduce to 20 but research cost increase to 2800 - Blazing March become uncommon tier spell with casting cost reduce to 45 and research cost reduce to 2400 (blazing march more useful when overall units are at weak beginning, if it is rare then window of usefulness would be short) |