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jBrereton posted:Two things straight away: Done! (I actually tried homerealm 1 and it gave my desert nation the Father of Winters pretender, which isn't quite right, but I figured it out) Turin Turambar posted:Interesting! I like the idea. The first feeling is that they are a bit UP, that's only from looking at their stats and trying once the expansion phase. This is a relief, since I was worried I made them too strong. (I imagine this is the usual direction for mod nations). I expect they're really powerful later on once you hit some research targets. With Conj7 for Living Air/Living Fire and Marids, and Evo7 for Rain of Stones and Fire Storm, as well as the usual Storm + Thunderstrike spam they'd be terrifying. Early game has some problems since everything is really low prot. There are no shields so indy archers will pretty much always inflict attrition unless you're clever with arrow decoys and positioning. But I think that's ok, given their late game power? That might be the kind of thing that only comes out in a proper MP playtest. (at the same time, I'm worried about them ending up as another Berytos, a nation that is very good on paper but in practice just gets rushed by EA sacreds and dies) Slaan posted:I also only tried them for expansion a couple of times and they seem decently balanced enough. The Ifrit is probably a little too expensive at nearly 500 gold. Maybe drop his air/fire random paths by one and make it closer to 300? Still a great battle mage but not bank busting either. Yeah I'm really not sure what to make of the ifrit. It's comparable to an Eagle King (same amount of paths, but cheaper and a weaker chassis) or a Dai Oni (more paths, and about the same cost). On the other hand, ifrits can get a4 or f4 or e2 for RoS, all of which are really useful path combos. I guess you are paying for the high hp ethereal stormflying chassis a bit, but it still seems like a lot to me, and I don't want to tone down their path randoms. They also don't have feet! What I might do is lower their cost to 430 or so (Vanadrott level) but make them cap only as well as slow-to-recruit, since that gates your access to them and means you can't just turn freely gold into firestormers and RoSers in the lategame. What do you think? e: Absum suggested making ifrits A3F2 ?AFE instead of A2F2 ??AFE, which I really like. You still get A4 naturally, and you can use a Si'lah to make a Skull of Fire for F4 if you want it. But you don't get recruitable E2 anywhere anymore, so you have to empower a ghul sorcerer into e2 before you can make boots and blood stones for proper RoS stuff. And only once you get marids can you start earthquaking, which is really nice on Juhera since all your best poo poo floats. I think that's a nice progression, so I'm going with it. Seems to make the big path benchmarks harder to get, but still attainable, you just have to stretch a bit. Boing fucked around with this message at 01:42 on May 25, 2015 |
# ? May 25, 2015 00:10 |
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# ? Jun 9, 2024 01:46 |
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Slaan posted:I also only tried them for expansion a couple of times and they seem decently balanced enough. The Ifrit is probably a little too expensive at nearly 500 gold. Maybe drop his air/fire random paths by one and make it closer to 300? Still a great battle mage but not bank busting either. i haven't looked at the mod yet but there are plenty of cap-only mages hanging out around the 500 gold mark in the early age
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# ? May 25, 2015 01:45 |
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Is the autocalc bad, shouldn't we just let that decide gold costs for us
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# ? May 25, 2015 04:32 |
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Enjoy posted:Is the autocalc bad, shouldn't we just let that decide gold costs for us The autocalc only works for commanders and doesn't take a bunch of things into account; it's really only good for calculating costs based on magic paths and basic special abilities. Also for calculating pgod point costs. Also it's completely wrong about how much some things are worth. Illwinter don't even use it because there are a ton of dudes who autocalc to a much higher (in some cases lower) price than what they are actually costed at in-game.
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# ? May 25, 2015 04:40 |
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Neruz posted:The autocalc only works for commanders and doesn't take a bunch of things into account; it's really only good for calculating costs based on magic paths and basic special abilities. Also for calculating pgod point costs. These all seem to be autocalced with 10-30g adjustments http://larzm42.github.io/dom4inspec...ype=2&unitnat=1
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# ? May 25, 2015 04:52 |
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Enjoy posted:These all seem to be autocalced with 10-30g adjustments Autocalc 10010 is the default value for humans, and other races get different amounts based on their race. For examples, giants are autocalc'd with 10030. The modding manual has base-cost suggestions based on race. Of course, there are still exceptions. For example, mictlan's priest-mages are autocalced downward, because mictlan is a weak nation that needs that little-extra mage buff.
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# ? May 25, 2015 05:06 |
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# ? May 25, 2015 08:44 |
Boing posted:(at the same time, I'm worried about them ending up as another Berytos, a nation that is very good on paper but in practice just gets rushed by EA sacreds and dies) The truth is that the glamour nations especially probably need to take a big whack from the nerf bat before we start talking about mod nation balance.
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# ? May 25, 2015 12:13 |
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I used the autocalc at first and then adjusted costs based from there. Also it seemed to be loving up gold costs and stuff on the mod inspector. Those gold costs are correct now, although it's still showing ghuls as mapmove 3 when they should be 2, and I have no idea why. So far in my tests the Ghul Cavalry have been extremely strong because of their second scorpion form, so I've toned the scorpion survivability down a bit, but they're still really good and should be a good staple in early wars. Ifrits are also apparently quite thuggable with low research levels, so hopefully they can survive in the EA thunderdome, but you're right we'll just have to see. Boing fucked around with this message at 12:46 on May 25, 2015 |
# ? May 25, 2015 12:43 |
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Well that was weird. I had a sizable army early game as MA R'lyeh, and had just attacked nearby Pelagias captial to great success. No problem there. Then next turn I moved off his seiged cap to attack the adjacent province where his real army + pretender was. This province was also a throne. Anyway I expect an easy win because I had more mind blast spammers than he had actual units so no way he can win right? At the battle screen it says he trash canned nearly every unit I had, but when I went to view the battle it was a lone lobo guard running up and dying to his force. What the gently caress? My original army didn't have a single lobo guard in it. Was all shark tribes, meteorite guards and illithid.
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# ? May 25, 2015 17:14 |
Could it be a wrong version of a mod? Corrupted turn file?
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# ? May 25, 2015 21:20 |
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I had an idea for a nation. A splinter faction of Tien Chi in the middle era. They would be themed around the tomb of Emperor Qin but not the Terra Cotta army. They could summon Ancestor spirits with one of their starting sites and their cap sacreds would turn into Ancestors maybe at the capital when they died. Their Mages would include: STR Cap D2E2H2?1(DESW) Cap only maybe STR W2A1H1?1(SAD) Anywhere D1H1?1(DSEW) Anywhere W1H1 They would be a mix of Mid and Early Tien Chi units tending toward the lighter armored ones and no access to crossbows. They would have the same summons as Tien Chi but with additional access to either a Ghost General like guy or a Spirit possessing a suit of Jade armor. Maybe with stone armor summons as well. They would have a Monkey hero White One with Nature Astral and Death magic themed around seeking the celestial realm and contact with the Yakshas away from his homeland. If a late age version was added it would probably borrow bits from Mid Tien Chi and Mid Bandar Log.
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# ? May 26, 2015 06:45 |
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So in an allages game, I as Lemuria decided to drop fat stacks of ghosts on my neighbor MA Marignon at around the start of Year 2 before he can actually get fully rolling, which seems like a good idea. He has F9B9 blesses for his flagellant swarms. This may be an issue.
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# ? May 26, 2015 08:59 |
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You will die screaming.
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# ? May 26, 2015 09:21 |
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Grytorm posted:I had an idea for a nation. A splinter faction of Tien Chi in the middle era. They would be themed around the tomb of Emperor Qin but not the Terra Cotta army. They could summon Ancestor spirits with one of their starting sites and their cap sacreds would turn into Ancestors maybe at the capital when they died. Journey to the East
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# ? May 26, 2015 09:23 |
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Archenteron posted:So in an allages game, I as Lemuria decided to drop fat stacks of ghosts on my neighbor MA Marignon at around the start of Year 2 before he can actually get fully rolling, which seems like a good idea. He has F9B9 blesses for his flagellant swarms. This may be an issue. marignon has a site that kills ghosts.
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# ? May 26, 2015 11:48 |
Harrower posted:Well that was weird. I had a sizable army early game as MA R'lyeh, and had just attacked nearby Pelagias captial to great success. No problem there. Then next turn I moved off his seiged cap to attack the adjacent province where his real army + pretender was. This province was also a throne. Anyway I expect an easy win because I had more mind blast spammers than he had actual units so no way he can win right? At the battle screen it says he trash canned nearly every unit I had, but when I went to view the battle it was a lone lobo guard running up and dying to his force. What the gently caress? My original army didn't have a single lobo guard in it. Was all shark tribes, meteorite guards and illithid.
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# ? May 26, 2015 12:30 |
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http://www.illwinter.com/coe4/ Get hype for planes.
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# ? May 26, 2015 13:26 |
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Different kind of plane
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# ? May 26, 2015 13:33 |
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It actually looks kind of entertaining...
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# ? May 26, 2015 13:36 |
Neruz posted:It actually looks kind of entertaining... Until a deer defeats you on turn 3
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# ? May 26, 2015 13:39 |
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ChickenWing posted:Until a deer defeats you on turn 3 The animals of Elysium being murderous dickbags is actually part of the game lore now
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# ? May 26, 2015 14:11 |
That is goddamn amazing
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# ? May 26, 2015 14:17 |
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ChickenWing posted:That is goddamn amazing The nice part is that if you have archers, you can just shoot attacking animals from behind your gate so it's not too bad. Makes siege a giant pain in the rear end if you don't have siege weapons or fliers though.
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# ? May 26, 2015 14:33 |
Archenteron posted:So in an allages game, I as Lemuria decided to drop fat stacks of ghosts on my neighbor MA Marignon at around the start of Year 2 before he can actually get fully rolling, which seems like a good idea. He has F9B9 blesses for his flagellant swarms. This may be an issue. Jokes on you all I need to get rolling are temples and a lot of screaming men who believe in god really hard. Research is for nerds.
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# ? May 26, 2015 16:07 |
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b9f9 flags are basically those headless suicide bomb dudes from serious sam
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# ? May 27, 2015 00:24 |
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Picking a fight with MA Marig as Lemuria seems particularly funny since you're literally one of MA Marig's only good matchups in the entire game
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# ? May 27, 2015 04:29 |
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MA Mari even does better against Lemuria than they do against MA Ermor
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# ? May 27, 2015 04:38 |
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on the other hand, apostasy
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# ? May 27, 2015 05:38 |
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Kitfox88 posted:on the other hand, apostasy I'm sure maybe taking control of one flagellant a turn per caster will have a significant impact on the battle
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# ? May 27, 2015 05:45 |
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I've had it used to hijack my loving grand inquisitors and poo poo before okay. It's a scarring experience.
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# ? May 27, 2015 06:01 |
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It's a MR resists easily spell right, so is the difficulty 6 + DRN vs MR + DRN?
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# ? May 27, 2015 06:51 |
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Welp I guess I was hosed from the get-go then since marignon was my immediate neighbor, so I decided to start the inevitable deathwar on my terms instead of his. We'll see how this ends up, I guess (Probably with me tarpitting him until Ermor eats him from the other side, hopefully)
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# ? May 27, 2015 09:34 |
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Kitfox88 posted:I've had it used to hijack my loving grand inquisitors and poo poo before okay. It's a scarring experience. That's because you didn't have any sacred troops in the fight silly
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# ? May 27, 2015 12:36 |
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Remember guys, when you're site searching with your pretender make sure to script him to retreat so this doesn't happen. Throne of beasts.gif: gently caress.
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# ? May 27, 2015 20:09 |
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Baudin posted:Remember guys, when you're site searching with your pretender make sure to script him to retreat so this doesn't happen. this makes my archmage death no longer the most shameful
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# ? May 27, 2015 20:15 |
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I had Throne of War, Bones, and Beasts active at the same time.
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# ? May 27, 2015 20:19 |
Enjoy posted:It's a MR resists easily spell right, so is the difficulty 6 + DRN vs MR + DRN?
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# ? May 27, 2015 20:19 |
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amuayse posted:I had Throne of War, Bones, and Beasts active at the same time. jesus christ how horrifying
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# ? May 27, 2015 20:20 |
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# ? Jun 9, 2024 01:46 |
Kitfox88 posted:jesus christ how horrifying Nothing that 25 pd in every province can't handle.
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# ? May 27, 2015 20:21 |