Post by solarr8 on Apr 24, 2010 22:29:36 GMT -6
I know boaster isnt going to actually do these things. This is just for reference only. All suggestions would need to be tested in order to determine if the problem has been adiquitly solved with the changes.
1. Increase relitive power of legendary knight
Reason: too easily killed out of the gate. The punishment of death for a small mistake or a really well off opponent is too severe.
suggestions for knight: Replace the mana potion that comes with him with a sword of quality. Make sword adhere to the same rules as the shield (not findable in game etc.)
2. Change order special building to effect horceman instead of footman.
Reason: It just makes more sence from a lore perspective. Footman are not knights.
3. Increse relitive defence for lich
Reason: too easily killed out of the gate.
suggestions:
Remove the extra penalty for the lich being effected by fire spells (this isn't a bad zombie movie and undead being more suceptable to fire than any other unit is not lore proper. It's a bad myth. Holy fire yes Fire no. Even if it was true a liches unholy power should definatly make him stronger defensivly than a standard zombie)
OR
another suggestion here
and
Make the lifetap of the lich similar to the chaos horseman (give the melee attack of the lich a comparable range)
Counter balence: Make the minimum level that a player can turn a wizard into a lich level 10. maintain lich coming out of the gate at level 6
Remove the max level of the lich based on the mages level that is sacrificed
4. Change barter values a.i. starting resources a.i. behaviors etc. back to the gs5r state. Anything that has to do with changes to the a i rollback to gs5r state
reason: Somewhere between the gs5r and the gs5r2 the a i has changed. its easier in the gs5r2 to exploit trades to gain large amounts of favor (6 scouts plus neutral faith equals devotion)
Also a i in the gs5r2 cannot handel the changes and as a result they are roaming the map with more low level units and less high level units wasting resources in the process by creating more to replace them. In the gs5r the a i has fewer units but they are higher level making them more stable and challenging.
5. Make experience gains (fast medium slow) based solely on the weakest vs strongest units of the faith.
The weakest and least useful units of each faith level up fastest.
Reason: For me, the earth axe throwers are the weakest unit. No matter how hard i try they always die well before horseman or infantry
6. Remove ice spell penilty on lava terrain unless the concept can be applied to similar effective spells of the other faith (If a air spell has a similar straegic use spell counterpart to icy coffin give it the restriction to be 1/2 effective on that really particular earth terrain) (do for each faith)
Reason: balence. You can't put special restrictions on one faith only. It makes them have a strategic disadvantage (no matter how small they are or the likelyhood of them encountering it. Those factors are irrelivent.)
7. Reverse diffilculty level changes and auto calc to the gs5r state.
Reason. Auto calc is way to punishing. Hard mode is ment to be hard not insane. Create a new diffilculty level for that.
8. Take away perminant polymorph for chaos on hard mode
Reason: It gives chaos an unfair advantage. You're not balencing the rest of the faiths based on chaos polymorphed state you balence them relitive to other faiths based on their normal state.
9. Remove potions from the game except for health and mana.
Reason: Too many options and the a i doesnt know how to utilize those potions putting them at an effective disadvantage.
10. Bring back fire heal.
Reason: It was fine when it was the modified version of the spell that was in essence a less effective heal than water life or order and it cost more mana etc.
It's pretty damn realistic for the lore. Fire can seal wounds and a fire worshipper wouldnt be effected by the burn feeling since he bathes in fire daily.
11. Make water elementals proc drowning at the same rate that they proc rust. and remove rust.
Reason: Water doesnt have much going for it and honestly drowning at the suggest proc rate wont make them too overpowered. Hell they pretty much suck to begin with. Pass water a bone.
12. Change building and unit descriptions and spell descriptions to make them more descriptive as to what they are capable of as well as fix typographical errors
Suggested method of fix.
Revert back to gs5r and slowly add the monor changes first. Save the file and then make the major changes.
AGAIN: This is for REFERENCE only. I know boaster isnt going to change anything. Im posting this only as a reference
1. Increase relitive power of legendary knight
Reason: too easily killed out of the gate. The punishment of death for a small mistake or a really well off opponent is too severe.
suggestions for knight: Replace the mana potion that comes with him with a sword of quality. Make sword adhere to the same rules as the shield (not findable in game etc.)
2. Change order special building to effect horceman instead of footman.
Reason: It just makes more sence from a lore perspective. Footman are not knights.
3. Increse relitive defence for lich
Reason: too easily killed out of the gate.
suggestions:
Remove the extra penalty for the lich being effected by fire spells (this isn't a bad zombie movie and undead being more suceptable to fire than any other unit is not lore proper. It's a bad myth. Holy fire yes Fire no. Even if it was true a liches unholy power should definatly make him stronger defensivly than a standard zombie)
OR
another suggestion here
and
Make the lifetap of the lich similar to the chaos horseman (give the melee attack of the lich a comparable range)
Counter balence: Make the minimum level that a player can turn a wizard into a lich level 10. maintain lich coming out of the gate at level 6
Remove the max level of the lich based on the mages level that is sacrificed
4. Change barter values a.i. starting resources a.i. behaviors etc. back to the gs5r state. Anything that has to do with changes to the a i rollback to gs5r state
reason: Somewhere between the gs5r and the gs5r2 the a i has changed. its easier in the gs5r2 to exploit trades to gain large amounts of favor (6 scouts plus neutral faith equals devotion)
Also a i in the gs5r2 cannot handel the changes and as a result they are roaming the map with more low level units and less high level units wasting resources in the process by creating more to replace them. In the gs5r the a i has fewer units but they are higher level making them more stable and challenging.
5. Make experience gains (fast medium slow) based solely on the weakest vs strongest units of the faith.
The weakest and least useful units of each faith level up fastest.
Reason: For me, the earth axe throwers are the weakest unit. No matter how hard i try they always die well before horseman or infantry
6. Remove ice spell penilty on lava terrain unless the concept can be applied to similar effective spells of the other faith (If a air spell has a similar straegic use spell counterpart to icy coffin give it the restriction to be 1/2 effective on that really particular earth terrain) (do for each faith)
Reason: balence. You can't put special restrictions on one faith only. It makes them have a strategic disadvantage (no matter how small they are or the likelyhood of them encountering it. Those factors are irrelivent.)
7. Reverse diffilculty level changes and auto calc to the gs5r state.
Reason. Auto calc is way to punishing. Hard mode is ment to be hard not insane. Create a new diffilculty level for that.
8. Take away perminant polymorph for chaos on hard mode
Reason: It gives chaos an unfair advantage. You're not balencing the rest of the faiths based on chaos polymorphed state you balence them relitive to other faiths based on their normal state.
9. Remove potions from the game except for health and mana.
Reason: Too many options and the a i doesnt know how to utilize those potions putting them at an effective disadvantage.
10. Bring back fire heal.
Reason: It was fine when it was the modified version of the spell that was in essence a less effective heal than water life or order and it cost more mana etc.
It's pretty damn realistic for the lore. Fire can seal wounds and a fire worshipper wouldnt be effected by the burn feeling since he bathes in fire daily.
11. Make water elementals proc drowning at the same rate that they proc rust. and remove rust.
Reason: Water doesnt have much going for it and honestly drowning at the suggest proc rate wont make them too overpowered. Hell they pretty much suck to begin with. Pass water a bone.
12. Change building and unit descriptions and spell descriptions to make them more descriptive as to what they are capable of as well as fix typographical errors
Suggested method of fix.
Revert back to gs5r and slowly add the monor changes first. Save the file and then make the major changes.
AGAIN: This is for REFERENCE only. I know boaster isnt going to change anything. Im posting this only as a reference