And for those of you who read on.. 1. To show that Atlanteans can be a much more interesting civ than the turmapuking hero-sucking bunch they are now. 2. To show ES that they have an unused resource in the player community when it comes to balancing. Instead of sitting for months in their own little test group to evaluate what needs doing, they could listen more to the players who have 1000s of games of experience in total on ESO. 3.Fill out the questionnaire displayed further down and post it here, in this thread. 4.Uninstall the mod and get back to whatever it was you were doing. Based on responses we should get a good idea of if any of these changes could really make the game more balanced. The scenario consists of several islands. Each island tests a new unit rebalance. You may have to restart the scenario several times as your units get killed or you make a tech change that you want undone. TOP LEFT: TURMA ISLAND TOP:You get 2x6 turmas to raid the enemy goldmines. The left mine is protected by towers, and the right by CRENELLATED towers. In this mod, crenellations affect turma. Also, turma attack has been slightly dropped. Test if you think that the crenellations effect is too much, too little, or a great idea to help vs turma raids.. Maybe you think the attack drop is enough? BOTTOM:You get a bunch of turmas, and can test them out vs different unit types. In this mod, infantry do NOT have a bonus vs turma. Do you think it should be that way? Test and think about it. LEFT: you get cheiros + meatshield and attack hersirs. In this mod, cheiros have a larger bonus vs hersirs. To REMOVE this bonus increase, kill the crowned crane on your close left. See if you think the effect is significant, and if you want to have it. RIGHT: You can test cheiros vs different infantry types. Mostly for fun. BOTTOM LEFT: HERO/MYTH ISLAND LEFT: You get a bunch of heroes. In this mod, heroes cost roughly the original unit´s cost, but they have a lower multiplier vs myth units. Test them out vs myth, human soldiers and myth+human soldiers and see how you like this change. You get thrax+meatshield units. In this mod, throwing axemen have added bonus vs fanatics and murmillos (2.75). To REMOVE this added bonus, kill the crowned crane to your close left. See if you think that TAs do too well with the added bonus, or if you think it was justified. BOTTOM: FREE ISLAND You get rax, counterrax, palaces and temples. You also get 3 catapults. In this mod, fire siphons have added hack armor. See if you think this makes them too strong, you can go at the hillforts with units+catapults, and units+fire siphons. See if you think the FS is now OP. To advance to heroic, kill the CROWNED CRANE to your left. To advance to mythic, kill the HYENA. When you get to heroic, you get Chaos. Chaos is stronger in this mod. Do you like that? Is it OP now? Also, in this mod, katapelts are not available in classical. Good? Otherwise just play around on this island. Use this template for easier reading, eg write 1.i think about turma blah blah, 4.i think thrax are still up blah blah 2. What did you think about the added bonus for cheiros vs hersirs? 5. What did you think about the fire siphon? Is it OP, UP, or is it more equal to the catapult in effectiveness now? 6. Chaos? OP, UP? 7. Katapelts? Good idea to move them to heroic? 8. Anything else? [This message has been edited by Johnny_Deppig (edited 08-03-2004 @ 07:10 PM).]
2.Play the scenario, or playtest it from the editor. Take your time and get used to it. Then think about which ones of the changes you liked, and which ones you didnt. Motivate your opinions.
MIDDLE LEFT: CHEIRO ISLAND
RIGHT: Stymphalian birds. In this mod, they have far lower armor. Test them out vs different units. Do you think the armor nerf was too much? What would you like it to be?
TOP RIGHT: THROWING AXEMAN ISLAND
When youre done..
3. What did you think about the hero and myth rebalancing?
4. What did you think about the added thrax bonus vs attie infantry?