Go Back   Steam Users' Forums > Steam Game Discussions > D - G > Disciples series

Reply
 
Thread Tools Display Modes
Old 03-23-2012, 12:17 AM   #31
unturbat
 
Join Date: Jan 2012
Reputation: 0
Posts: 24
Well, I plan on balancing the game out a little. Or better put, to make all units useful (the Imperial Assassin is decent, for example, but pales in comparison to the Elven Archers - I want to change stuff like that).

Found out EVENTUALLY that the game crashed all the time because I needed to reset Steam as well...not only Disciples...

Anyway, not giving up for now I still have hope, as I have managed to create a new type of attack (apparently with a decent DBF editor/manager you can add stuff to the database - SWEET! )

This will help us a lot on our plan to make units/leaders unique.
I'm still testing, so this may take a while

But one question, what will be unique about the Forest Liege? I was thinking about giving him the double attack, and leave the Knight with armor only? Or perhaps they both could have a 2 hit attack? Hmmm...we'll see...
unturbat is offline   Reply With Quote
Old 03-23-2012, 07:34 AM   #32
Negator402
 
Join Date: Feb 2012
Reputation: 0
Posts: 24
Hmmm. The Liege maybe should move more per turn? Or have the full 60 initiative? Elves are all about initiative, after all. We should also have more leaders that grant positive boons to their units or themselves. Maybe alternate attack on Liege giving %50 bonus to a unit for a turn? I think its good to have some leaders better short-game players, and some, like Pegasus Knight, long-term.
Negator402 is offline   Reply With Quote
Old 03-26-2012, 09:51 PM   #33
Negator402
 
Join Date: Feb 2012
Reputation: 0
Posts: 24
I made over 30 changes. Shall I post?
Negator402 is offline   Reply With Quote
Old 03-27-2012, 07:58 AM   #34
unturbat
 
Join Date: Jan 2012
Reputation: 0
Posts: 24
Please do, I've been swamped at work; had to do some stuff during the weekend...God damn corporatism
unturbat is offline   Reply With Quote
Old 03-27-2012, 12:34 PM   #35
Negator402
 
Join Date: Feb 2012
Reputation: 0
Posts: 24
Sad that an attorney in NY is working on this stuff, huh? Ok, here are my changes. The $ means I implemented it already.

Empire
$Angel: Life source, 95% hit chance, -600 exp
Holy Avenger: +5 damage
$Archangel: Cure
$Wizard: +5 initiative
$White Wizard: +10 initiative, Frostbite, -10 damage
$Archmage: +5 initiative
$Pegasus Knight: Extra attack, -40 damage, -50 hp, 20 armor
$Ranger: +10% accuracy

Clans
$Dwarf: -30 exp, +10% regeneration
$Warrior: -100 exp, +15% regeneration
$Veteran: -275 exp, +15% regeneration
$Venerable Warrior: +10 damage, +20% regeneration rate, +30 hp
$Dwarf King: -5 armor, +15 initiative, +25 damage, +25% regeneration, +50 hp
$Runemaster: +20 damage, +20% regeneration
$Hill Giant: -100 exp
$Rock Giant: -100 exp
$Tempest Giant: +20 initiative
$Elder One: +20 initiative, +100 hp
$King's Guard: +5 initiative, +15% regeneration
$Loremaster: +10 damage, +15% regeneration
$Engineer: +5 damage, +15% regeneration
$Dwarf Champion: +10 damage, +10 initiative, +15% regeneration
$Axe Thrower: +5 damage
$Crossbowman: +10 damage
$Forge Guardian: +15 damage
$Flamecaster: +15 damage, +20 hp

Legions
$Infernal Knight: +25 armor, +20 damage, +275 exp, Fiend Poison (15/40%), -70 hp
$Anti-Paladin: +200 exp, -70 hp, +25 damage, -5% accuracy
$Devil: -50 exp
$Demon: -50 exp
$Moloch: +10 damage, +30 hp, -675 exp
$Beast: +155 hp, -400 exp
$Overlord: +20 armor, - 70 hp, -70 damage, extra attack
$Abyssal Devil: +100 hp, better paralyze, +35 damage
$Tiamath: +255 hp
$Demon Lord: +10 damage, +30 hp, -275 exp
$Berzerker: -50 hp, +20 damage, -10% accuracy
$Possessed: -30 hp, +15 damage, -15% accuracy
$Sorcerer: +5 damage
$Demonologist: +10 damage
$Pandemoneus: +15 damage
$Modeus: +25 damage
$Duke: +15 damage, -10% accuracy
$Archdevil: +5 damage
$Baroness: Polymorph in place of Fear
$Counselor: +3 move points

Neutrals
Thug: +10 exp per kill
Master Thug: +30 exp per kill
Negator402 is offline   Reply With Quote
Old 03-28-2012, 11:08 PM   #36
unturbat
 
Join Date: Jan 2012
Reputation: 0
Posts: 24
Quote:
Originally Posted by Negator402 View Post
Sad that an attorney in NY is working on this stuff, huh? Ok, here are my changes. The $ means I implemented it already.

Empire
$Angel: Life source, 95% hit chance, -600 exp
good
Holy Avenger: +5 damage
needs more than +5 damage to make me pick up Avengers instead of Defenders
$Archangel: Cure
$Wizard: +5 initiative
$White Wizard: +10 initiative, Frostbite, -10 damage
frostbite to lightning wizard? Do explain
$Archmage: +5 initiative
$Pegasus Knight: Extra attack, -40 damage, -50 hp, 20 armor
$Ranger: +10% accuracy
I think either archer leaders should start with a higher damage, or mage leaders with less/lower; the latter would be more appropriate, as we don't want a one hit one kill from archers

Clans
$Dwarf: -30 exp, +10% regeneration
$Warrior: -100 exp, +15% regeneration
$Veteran: -275 exp, +15% regeneration
$Venerable Warrior: +10 damage, +20% regeneration rate, +30 hp
$Dwarf King: -5 armor, +15 initiative, +25 damage, +25% regeneration, +50 hp
(good)
$Runemaster: +20 damage, +20% regeneration
$Hill Giant: -100 exp
$Rock Giant: -100 exp
$Tempest Giant: +20 initiative
$Elder One: +20 initiative, +100 hp
$King's Guard: +5 initiative, +15% regeneration
$Loremaster: +10 damage, +15% regeneration
$Engineer: +5 damage, +15% regeneration
$Dwarf Champion: +10 damage, +10 initiative, +15% regeneration
$Axe Thrower: +5 damage
$Crossbowman: +10 damage
$Forge Guardian: +15 damage
$Flamecaster: +15 damage, +20 hp

Legions
$Infernal Knight: +25 armor, +20 damage, +275 exp, Fiend Poison (15/40%), -70 hp
$Anti-Paladin: +200 exp, -70 hp, +25 damage, -5% accuracy
$Devil: -50 exp
$Demon: -50 exp
$Moloch: +10 damage, +30 hp, -675 exp
$Beast: +155 hp, -400 exp
$Overlord: +20 armor, - 70 hp, -70 damage, extra attack
does he still have Blister? If yes, then it's a good change, pretty well balanced with the Abyssal Devil
$Abyssal Devil: +100 hp, better paralyze, +35 damage
$Tiamath: +255 hp
$Demon Lord: +10 damage, +30 hp, -275 exp
$Berzerker: -50 hp, +20 damage, -10% accuracy
$Possessed: -30 hp, +15 damage, -15% accuracy
$Sorcerer: +5 damage
$Demonologist: +10 damage
$Pandemoneus: +15 damage
$Modeus: +25 damage
$Duke: +15 damage, -10% accuracy
$Archdevil: +5 damage
$Baroness: Polymorph in place of Fear
$Counselor: +3 move points

Neutrals
Thug: +10 exp per kill
Master Thug: +30 exp per kill
nice touch here, thugs in general, did a lot of damage and fighting with them was not that rewarding...
OK, so long story short, there are a lot of changes to melee leaders, but not so much to the rest, and the archers seem left behind a bit...
Rod placers should also have 2 leadership, and "inferior" unit branches should be strengthened, such as the Inquisitors, perhaps add a dual attack like in D3?
unturbat is offline   Reply With Quote
Old 03-29-2012, 04:55 PM   #37
Negator402
 
Join Date: Feb 2012
Reputation: 0
Posts: 24
First, your individual questions. Yes, Overlord has blister still. As for WhiteWizard, I felt a change-up with a dot like blister or frostbite would fit. A Static Charge name with a Air based attack would be better, but Frostbite is all we got

I think that the mage-archer leader balance is fair as is. Archers have two advantages: they can, at mid levels, eliminate any back-row unit immediately, and they have much better mobility. Archmage and Loremaster are almost unplayable due to 20 base movement and no flying, in my opinion. A late game mage will deal over 120 damage to all units, but not necessarily before their archers can act. A pair of Imperial Assassins or Gargoyles can knock him out asap!
Negator402 is offline   Reply With Quote
Old 03-30-2012, 12:57 PM   #38
Negator402
 
Join Date: Feb 2012
Reputation: 0
Posts: 24
And I second your +1 leadership idea for rod planters. I have wanted to add leadership (or substract) to various leaders, but I cant think of a way to balance it right.
Negator402 is offline   Reply With Quote
Old 04-03-2012, 06:44 AM   #39
Negator402
 
Join Date: Feb 2012
Reputation: 0
Posts: 24
We should discuss the Undead, and Neutrals.
Negator402 is offline   Reply With Quote
Old 04-06-2012, 08:07 AM   #40
PolarisOrbit
 
Join Date: May 2009
Reputation: 75
Posts: 517
Interesting mod, I downloaded the Unit Stats Editor Beta 3, is this still what you guys are using for this?

Also by page 3 I figured it's about time for a third person to post in this topic
PolarisOrbit is offline   Reply With Quote
Old 04-06-2012, 08:21 AM   #41
Negator402
 
Join Date: Feb 2012
Reputation: 0
Posts: 24
Yes we are sir.
Negator402 is offline   Reply With Quote
Old 05-20-2012, 07:12 PM   #42
kaijin2k11
 
Join Date: Jun 2011
Reputation: 60
Posts: 345
So can this be used to make it so Polymorph effect breaks at the end of a units turn intead of at the start of it?

Would make the Legions' Witch line useful vs just going Incubus.
kaijin2k11 is offline   Reply With Quote
Reply

Go Back   Steam Users' Forums > Steam Game Discussions > D - G > Disciples series


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off



All times are GMT -7. The time now is 05:56 PM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2013, vBulletin Solutions, Inc.
Site Content Copyright Valve Corporation 1998-2012, All Rights Reserved.