November 11th, 2010, 23:35
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that's interesting. What kinds of things are possible with that movement type? Can it give combat bonuses and special abilities, or is it restricted to movement?
One simple idea would be to have a movement type that ignores terrain costs during battles.
November 14th, 2010, 18:37
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November 19th, 2010, 13:38
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Alright, I'll cave in and remove Magic Immunity from most dark elf units  I'm keeping it on Warlocks and the Nightmare.
November 24th, 2010, 03:52
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Finished resistance and cost for all, and made a few changes. Please comment!
November 24th, 2010, 07:34
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I like the resistances, but some of the costs make me nervous...
Dwarf and klackon prices seem a little high. Comparing dwarves to other high-health races is not favorable. Lizardmen: 66% price reduction, -1 heart, -3 resist, +1 figure, slightly worse immunity. Trolls: 10% price increase, +1 heart, +4 attack, -2 defense, -1 figure, REGEN and a better immunity. Only leveling factor is trolls and lizardmen make terrible cities, and dwarves make decent ones. I'd recommend dropping Dwarf cost to 140-160. And maybe upping Lizardmen to 70-80.
Klackons seem to compare unfavorably to other improved defense races. High Elves: 7% price reduction, -1 defense, - large shield, +3 resist, +1 to hit, forester, illusion immunity. High Men: 15% price reduction, -1 defense, - large shield, +1 resist. Hmm, High Men comparison is pretty close. Of course, High Elves and High Men both make much better cities than Klackons. I think dropping Klackon cost to 100-120 would be good, and maybe upping High Elf cost to 130.
Others I've got my eye on, but want to try out first...
Beastmen seem pricey, but first strike is very nice
Orcs -1 to hit is a nice unique racial characteristic, but also pretty harsh.
Halflings were looking pretty nicely nerfed until they got a 50% cost reduction, now I'm worried about uber halflings again
November 24th, 2010, 07:42
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Keep in mind that I don't intend to balance the units of all races against each other. Ultimately all races should be balanced against each other, and if some races have better bonuses and buildings they need to pay for that with weaker/costlier troops. Dwarves in particular have amazing bonuses and decent buildings available, so they need to pay for that somewhere. Expensive troops seems to be in order, that way you can play dwarves aggressively while being able to keep up or with a perfectionist style and get great (but few) cities in a hurry.
As a side note, I don't intend for settlers to follow this cost structure. And units that don't really benefit from the bonuses might get lower costs, such as gnoll bowmen.
November 24th, 2010, 08:04
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Catwalk Wrote:Keep in mind that I don't intend to balance the units of all races against each other. Ultimately all races should be balanced against each other, and if some races have better bonuses and buildings they need to pay for that with weaker/costlier troops. Dwarves in particular have amazing bonuses and decent buildings available, so they need to pay for that somewhere. Expensive troops seems to be in order, that way you can play dwarves aggressively while being able to keep up or with a perfectionist style and get great (but few) cities in a hurry.
But what about Klackons? They get terrible cities, just like Lizardmen and Gnolls, but they're paying more for troops than High Men, High Elves and Orcs who all get good cities.
November 24th, 2010, 09:12
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Yeah, klackons are overpriced. They do actually get decent cities, but only if you want to crank out hordes of cheap troops. Lower them to 80 or so?
November 24th, 2010, 09:44
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Catwalk Wrote:Yeah, klackons are overpriced. They do actually get decent cities, but only if you want to crank out hordes of cheap troops. Lower them to 80 or so?
I'd put em at 90, same as gnolls. They don't comparable but slightly worse bonuses than gnolls, and better cities.
November 30th, 2010, 14:26
(This post was last modified: December 1st, 2010, 01:12 by Catwalk.)
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I updated the base resistance values to reflect our planned new resistance system which gives an individual 10% chance of resistance for each cross. This gives the following combined chances of resistance:
3 crosses 27% chance, previously 30%
4 crosses 34% chance, previously 40%
5 crosses 41% chance, previously 50%
6 crosses 47% chance, previously 60%
7 crosses 52% chance, previously 70%
8 crosses 57% chance, previously 80%
9 crosses 61% chance, previously 90%
10 crosses 65% chance, previously 100%
Please comment on the new resistance values. These will apply to spearmen, swordsmen, halberdiers and cavalry units. After agreeing on these values I'll move on to racial units.
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