Immaculate
unerring
- Joined
- Jan 22, 2003
- Messages
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My suggested changes and comments. I sort of think LDi has a point (even though i want to play dark elves). I think these changes might go part of the way to solving the issues he suggests.
Racial Advantages
Different races provide different advantages to soldiers. Note: Your unit must always cost at least 2 gold, even with racial advantages.
High Men: Pikes/Polearms are 0 gold. Plate Armor is 8 gold. Combatant Mounts are 4 gold. Trained are 2 gold instead of four
Barbarians: Leather and Shield are 0 gold. Swords and Axes/Heavy Weapons are 0 gold.
High Elves: Skilled Magic is 8 gold. Short bows are 0 gold. Longbows are 0 gold.
(i actually think is very powerful- free bows all around? yes please.)
Dark Elves: Skilled Magic is 0 gold.
Dwarves: Axes/Heavy Weapons are 0 gold. Plate Armor is 4 gold. Elite units are 12 gold.
Goblins: Crossbows are 0 gold. Leather and Shield are 0 gold. Short Swords and Spears are 0 gold.
Frigging awesome. No complaints. In my opinion stronger than any other race.
Halflings: Netheryl is 20 gold. Units costing more than 20 gold train 1 turn faster.
Orcs: Flying Combatants are 16 gold. Chainmail is 4 gold. Conscripts are 0. Trained are 2.
Gnolls: Combatant Mounts are 0 gold. Axes/Heavy Weapons are 0 gold. Leather is zero.
Beastmen: Noncombatant Mounts are 0 gold. Skilled Magic is 8 gold.
Also:
I don't think it is a good idea to make a per turn mana cost on the maintenance of magic troops. I think the upfront costs is enough. Otherwise the world spells will just cease to be part of the game for dark elves and others with lots of magic troops. And that would be a shame.
Racial Advantages
Different races provide different advantages to soldiers. Note: Your unit must always cost at least 2 gold, even with racial advantages.
High Men: Pikes/Polearms are 0 gold. Plate Armor is 8 gold. Combatant Mounts are 4 gold. Trained are 2 gold instead of four
Barbarians: Leather and Shield are 0 gold. Swords and Axes/Heavy Weapons are 0 gold.
High Elves: Skilled Magic is 8 gold. Short bows are 0 gold. Longbows are 0 gold.
(i actually think is very powerful- free bows all around? yes please.)
Dark Elves: Skilled Magic is 0 gold.
Dwarves: Axes/Heavy Weapons are 0 gold. Plate Armor is 4 gold. Elite units are 12 gold.
Goblins: Crossbows are 0 gold. Leather and Shield are 0 gold. Short Swords and Spears are 0 gold.
Frigging awesome. No complaints. In my opinion stronger than any other race.
Halflings: Netheryl is 20 gold. Units costing more than 20 gold train 1 turn faster.
Orcs: Flying Combatants are 16 gold. Chainmail is 4 gold. Conscripts are 0. Trained are 2.
Gnolls: Combatant Mounts are 0 gold. Axes/Heavy Weapons are 0 gold. Leather is zero.
Beastmen: Noncombatant Mounts are 0 gold. Skilled Magic is 8 gold.
Also:
I don't think it is a good idea to make a per turn mana cost on the maintenance of magic troops. I think the upfront costs is enough. Otherwise the world spells will just cease to be part of the game for dark elves and others with lots of magic troops. And that would be a shame.