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Illuria modifications

 
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Drutt



Joined: 09 Apr 2006
Posts: 31



PostPosted: Wed Apr 12, 2006 10:38 am    Post subject: Illuria modifications Reply with quote

Ian suggested that I list the changes I made to the scenario and explain them so here goes:

I recreated all of the sides in an attempt to create balance while maintaining their characteristics. Most units were modified in some way and some of the heroes/spells were also changed. The key hero/spell changes were to increase the cost of speed (in terms of APs) and teleport (in terms of mana) because these are powerful attributes and not all sides have them. I will be putting documents listing the modified heroes and spells on the Downloads Page in the near future.

I decided to give all sides the same colour mana and maximum values because mana is such a powerful aspect of a side. I also added more mana to the map because in the original scenario some areas were rather sparse (although I did this in a bit of a rush Confused ).

I got rid of invisibility in all forms because with the bug in the program it makes things silly. I also removed the Horn of Stone because this is such a powerful item (hits +2 for entire group) and would imbalance things.

Boats. I used the same boat for every side even though it compromises the characteristics of the sides. The reason is that the Orcs of Kor (say) would have had barges which are rubbish. As there is a lot of water in the Kor Lands this would seriously compromise the orcs as I discovered in the original Illuria PBEM game.

I put hills in Bane's passages Shocked to replicate Warlords I but agree that this needs some further thought. Also, if hills are kept in the Banelands they should also be put in the mountains near Marthos (Sirian capital).

I moved powerful sites (such as hits +1) away from capitals because if we had decided to start the game with multiple armies it could have imbalanced things.

I changed the neutral cities slightly so that they fit in to the new units being used in this game.

I think this lists everything which I changed but if I think of anything else I'll add it later.

Mike
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PostPosted: Fri Apr 14, 2006 7:52 am    Post subject: Reply with quote

I am all for removing Invisibility because it really is worthless in PBEM games.

HoKor is too powerful too so good work.

I think you have a good point about the Orc boats but maybe there is another way around this? In another post I suggested giving Barge only to Dwarves (because it fits their 'style' and also because they are largely an inland race.)

I agree with the hills near Sirians as long as it is not a complete circle. You need to leave the road and a good patch each side as plains. Mind you if you close the NE 'passage' from the Sirian capital with hills then you MUST give Sirian's an initial flyer or a Hill mover otherwise they suffer even worse. At the moment their is no Ruin within one move of the Sirian capital, with hills it could be 3 moves - that's unacceptable!!

I'd like to add here that I think Illuria should be a 'NT' (non-Teleport) game. W1 was NT and I personally don't like what Teleport does to the game. Making it more hard to achieve and expensive is one option but I personally think it would be easier to balance if it was removed from Hero stats completely (with some other compensation - may a 'Speed' spell?)

Batz
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Lambere



Joined: 14 Apr 2006
Posts: 1


Location: xlambert@greennet.de

PostPosted: Fri Apr 14, 2006 10:16 pm    Post subject: First impressions Reply with quote

Greetings Warlords!

What fun to play a new version of the origional! Thanks for doing this. My comments will come as no surprise to those who have followed my other "play" in this field.

1)Fewer flyers makes for more tactical land-play.
2)Greater differentiation in city income makes for more focussed strategic thinking.

I've only played the Dwarves so far; I'm looking forward to V2, so let me know!

Lambere
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piglet
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PostPosted: Sat Apr 15, 2006 10:42 am    Post subject: teleport substitute Reply with quote

Yes a speed spell is a really nice idea Ian. I wonder if the mechanics of the game would allow that?
Also flight and or movement bonus's could make this teleport substitute still effective.

Pip
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Batz



Joined: 09 Apr 2006
Posts: 14



PostPosted: Sat Apr 15, 2006 1:01 pm    Post subject: Reply with quote

I think it should be possible. In Mythlords DLTtools.exe you can assign speed to a spell.

Would be nice to combine it to other bonuses to give each hero a different flavour of speed. Maybe:

Speed/Flight - "Wings of Eagles"
Speed/Move Bonus - "Ethereal Way"
Speed/Paralysis - "Timeweaver"
Speed/Trample+3 - "Giant Size"

On Lambere's points I generally agree. I don't think there are too many flyers though. Certainly Sirians have bugger all!

Would be worth making the income a bit more varied. Also the Mines should be worth at least 60 and fields 30, and maybe add a couple more.

BTW I noticed that Selentines have a Stables attached to their Capital, does this mean that all initial armies are fast? I don't like it if it does ... it's OK for Horse Lords because of their weaker position.

I would remove that Selentine Stables entirely. Maybe replace with a +View site (is it Ranger's Tower?) which is not so beneficial.

Batz
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Batz



Joined: 09 Apr 2006
Posts: 14



PostPosted: Sat Apr 15, 2006 5:49 pm    Post subject: Re: First impressions Reply with quote

Lambere wrote:

1)Fewer flyers makes for more tactical land-play.


I just looked again. Only Bane (1) and Horse Lords (2) have any flyers at all in their regulars! That seems eminently 'land-based' to me.

Batz
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Drutt



Joined: 09 Apr 2006
Posts: 31



PostPosted: Sun Apr 16, 2006 1:02 pm    Post subject: Illuria modifications Reply with quote

Quote:
I agree with the hills near Sirians as long as it is not a complete circle. You need to leave the road and a good patch each side as plains. Mind you if you close the NE 'passage' from the Sirian capital with hills then you MUST give Sirian's an initial flyer or a Hill mover otherwise they suffer even worse. At the moment their is no Ruin within one move of the Sirian capital, with hills it could be 3 moves - that's unacceptable!!


I think it would be fun to close the passage NE of the Sirian capital with hills. Don't forget that in a new game we will probably be playing with fog of war and therefore each side will be able to take advantage of their scout move bonuses.

Quote:
1)Fewer flyers makes for more tactical land-play.


I think a few more flyers would actually make things more interesting. The Gray Dwarves probably need Griffons back because they have that huge mountain belt to the south. The Sirians would also benefit from a regular flyer because they can't currently reach the ruin at the southern end of the main N/S river.

Quote:
Yes a speed spell is a really nice idea Ian. I wonder if the mechanics of the game would allow that?
Also flight and or movement bonus's could make this teleport substitute still effective.


I'm not convinced because I think speed is another powerful ability when not all sides have it. If speed was to become a spell I think it would need to be quite costly in terms of mana to maintain.

Quote:
Would be worth making the income a bit more varied. Also the Mines should be worth at least 60 and fields 30, and maybe add a couple more.

BTW I noticed that Selentines have a Stables attached to their Capital, does this mean that all initial armies are fast? I don't like it if it does ... it's OK for Horse Lords because of their weaker position.

I would remove that Selentine Stables entirely. Maybe replace with a +View site (is it Ranger's Tower?) which is not so beneficial.


Making income more varied is a good idea from Lambere. There is also lots of potential to add more sites and I think Ian's Selentine Ranger Tower is a good point.

One last point. When I start work on version 2 I think it would be a good idea to get as much input from others about where to place high income cities, mana, and sites.


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