DO/Rules/Fair Omen

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==''Installation''==
==''Installation''==
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# Overwrite folder “1pbat” from GameData. ''This folder has all maps available for Multiplayer''.
+
# Already included in Mod Pack
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# Overwrite folder “2parm” from GameData. ''This folder has all changes related to Regiments''.
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'''Latest version =>''' http://forum.dark-omen.org/help-section/read-me-ultimate-dark-omen-xpvistawin7win81win10-game-fixes-t111.0.html
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# Overwrite archive “EngRel” (game icon). ''This archive brings the new Item costs''.
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'''Download link:''' http://www.mediafire.com/?e37b3b2q34656lq
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==Background: Problems with Dark Omen==
==Background: Problems with Dark Omen==
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# '''Regiment numbers''': Few units provide short entertainment. Most ranged/infantries with 16 or 20 (poor Visual difference).
+
# '''Regiment numbers''': Fewer units provide shorter entertainment. Do you miss the massive battles from Singleplayer campaign?
-
# '''Artillery''': How many times did we have to play Defensive due to our steady artillery?
+
# '''Artillery''': How many battles reached a stalemate situation due to the steady artillery?
# '''Shield costs''': Who dares to buy shields? This feature is not used because of high values, for example Zombies shield cost 600gc!
# '''Shield costs''': Who dares to buy shields? This feature is not used because of high values, for example Zombies shield cost 600gc!
# '''Experience evolution''': Who can afford for TOP Wights (8400gc) or TOP Orc Boar Boyz (7680gc) in a serious army?
# '''Experience evolution''': Who can afford for TOP Wights (8400gc) or TOP Orc Boar Boyz (7680gc) in a serious army?
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==Fair Omen Changes==
==Fair Omen Changes==
===General Info===
===General Info===
-
'''Fair Omen''' reorganizes the Regiments/Items giving them a suitable Size/Price/Order and corrects some mistakes from programmers. Regiments have now a mathematical Structure based on multiplies of 60 and were distributed forming Factions.
+
'''Fair Omen''' reorganizes Regiments/Items giving them a different Size/Price/Order and corrects a few mistakes from programmers. Regiments have a mathematical Structure based on multiplies of 60 and were distributed forming Factions.
----
----
All Troops were resized into an ''Epic Scale'': 1-3-6-9-12-16-20-26-32. To edit an Army you have Total Freedom: You have permission to purchase any number of a same Regiment and there aren’t limits for Experienced Regiments or Items.
All Troops were resized into an ''Epic Scale'': 1-3-6-9-12-16-20-26-32. To edit an Army you have Total Freedom: You have permission to purchase any number of a same Regiment and there aren’t limits for Experienced Regiments or Items.
----
----
-
'''Mobile Artillery''': Siege machines now have 2 Movement points and ''“Will never rout”''.
+
'''Mobile Artillery''': Siege machines get Movement 2 and ''“Will never rout”''.
-
They are Single units with 3 Wounds/3 Toughness. Don’t have close attack. Ballistic Skill: Imperial Cannon +1 (to 4); Orc Ballista +1 (to 4).
+
They are single units with 3 Wounds. Don’t have close attack. Ballistic Skill: Imperial Cannon +1 (to 4); Orc Ballista +1 (to 4).
-
'''Initiative boost''': Regiments have +2 Initiative to improve their Path-finding. Movement: Vampire -1 (to 5); Wraiths +1 (to 5).
+
'''Initiative boost''': Regiments get +2 Initiative to improve their pathfinding. Movement: Vampire -1 (to 5); Wraiths +1 (to 5).
-
'''Leadership boost''': Regiments have +1 Leadership to fight longer. Exceptions: Wood Elves/Wights/Mummies (all keep L8).
+
'''Leadership boost''': Regiments get +1 Leadership to fight longer. Exceptions: Wood Elves/Wights/Mummies (all keep L8).
-
'''Grail Knights''': They replace Knights of the Realm to have more variated Cavalry. Grail Knights are ''“Immune to fear”''.
+
'''Grail Knights''': They replace Knights of the Realm to become a better cavalry option. Grail Knights are stronger and ''“Immune to fear”''.
-
'''Greenskins improvements''': Monsters became Squads -> Trolls: 3/3, Spiders: 3/3, Scorpions: 6/6. Night Goblin Shaman has ''“Unimpeded by difficult terrain”''. Orc Biguns are ''“Immune to fear”''.
+
'''Greenskins improvements''': Monsters Squads => Trolls 3/3, Spiders 3/3, Scorpions 6/6. Scorpions and Orc Big'uns get ''“Immune to fear”''.
'''Errors corrected from programmers''': Despite descriptions, Mercenary Ogres didn’t ''“Cause fear”'' and Zombies weren’t ''“Immune to fear”''.
'''Errors corrected from programmers''': Despite descriptions, Mercenary Ogres didn’t ''“Cause fear”'' and Zombies weren’t ''“Immune to fear”''.
===Experienced Troops===
===Experienced Troops===
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'''Old System''': In DO, next level doubles the Regiment ''last price'': Zombies go from 270gc (level 1) to 540gc (level 2) and then jump to 2160gc (level 4 FE). Considering gold spent, 2 Zombies lvl-1 are better than 1 Zombies lvl-2 (here only quantity matters, not much the quality).
+
'''Old System''': In DO, next levels double the Regiment's "last price", e.g. Zombies prices are 270 (L1)/ 540 (L2)/ 2160(L4 FE). Considering gold spent, it’s quite clear that ''Quantity'' is more convenient than ''Quality''.
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'''New System''': In FO, next levels will have a small increase depending on the Regiment performance.
+
'''New System''': In FO, next levels have a slight price increase based on the Regiment's performance.
-
Also it has a Shield Structure where Regiments with ''higher level'' also come with ''higher armor'', always based on Dark Omen limitations.
+
Also adds "shield upgrades" where Regiments with ''higher level'' also come with ''higher armor'', always based on the Racial limits.
===Item Costs===
===Item Costs===
-
They are multiplies of 25-50 for helping you spend ''all gold'' when playing with 5k/7k Limits.
+
They are multiplies of 40 to help you spend ''all gold'' when playing with 5k/7k Limits.
{| class="prettytable"
{| class="prettytable"
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|-
|-
|Skabskrath
|Skabskrath
-
|300
+
|240
|Spelleater
|Spelleater
-
|350
+
|280
|Wrath
|Wrath
-
|500
+
|440
|Wand of Jet
|Wand of Jet
-
|375
+
|280
|Horn of Urgok
|Horn of Urgok
-
|3400
+
|2800
|-
|-
|Hellfire
|Hellfire
-
|225
+
|160
|Ptolos
|Ptolos
-
|150
+
|120
|Defiance
|Defiance
-
|450
+
|360
|Staff of Osiris
|Staff of Osiris
-
|325
+
|280
|Potion of Strenght
|Potion of Strenght
-
|175
+
|160
|-
|-
|Storm
|Storm
-
|175
+
|160
-
|Dragonhelm
+
|Enchanted
-
|50
+
|40
|Mork's War
|Mork's War
-
|275
+
|240
|Book of Ashur
|Book of Ashur
-
|175
+
|120
|Heart of Woe
|Heart of Woe
-
|75
+
|80
|-
|-
|Grudgebringer
|Grudgebringer
-
|125
+
|120
-
|Enchanted
+
|Dragonhelm
-
|50
+
|40
|Arcane Warding
|Arcane Warding
-
|275
+
|240
|
|
|
|
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|-
|-
|Runefang
|Runefang
-
|50
+
|40
|
|
|
|

Current revision as of 21:34, 7 October 2022

Contents

Installation

  1. Already included in Mod Pack

Latest version => http://forum.dark-omen.org/help-section/read-me-ultimate-dark-omen-xpvistawin7win81win10-game-fixes-t111.0.html

Background: Problems with Dark Omen

  1. Regiment numbers: Fewer units provide shorter entertainment. Do you miss the massive battles from Singleplayer campaign?
  2. Artillery: How many battles reached a stalemate situation due to the steady artillery?
  3. Shield costs: Who dares to buy shields? This feature is not used because of high values, for example Zombies shield cost 600gc!
  4. Experience evolution: Who can afford for TOP Wights (8400gc) or TOP Orc Boar Boyz (7680gc) in a serious army?
  5. Item costs: Swords too expensive, Ptolos & Spelleater (which is better) at 500gc, Horn of Urgok‘s effect at only 750gc…

Fair Omen Changes

General Info

Fair Omen reorganizes Regiments/Items giving them a different Size/Price/Order and corrects a few mistakes from programmers. Regiments have a mathematical Structure based on multiplies of 60 and were distributed forming Factions.


All Troops were resized into an Epic Scale: 1-3-6-9-12-16-20-26-32. To edit an Army you have Total Freedom: You have permission to purchase any number of a same Regiment and there aren’t limits for Experienced Regiments or Items.


Mobile Artillery: Siege machines get Movement 2 and “Will never rout”. They are single units with 3 Wounds. Don’t have close attack. Ballistic Skill: Imperial Cannon +1 (to 4); Orc Ballista +1 (to 4).

Initiative boost: Regiments get +2 Initiative to improve their pathfinding. Movement: Vampire -1 (to 5); Wraiths +1 (to 5).

Leadership boost: Regiments get +1 Leadership to fight longer. Exceptions: Wood Elves/Wights/Mummies (all keep L8).

Grail Knights: They replace Knights of the Realm to become a better cavalry option. Grail Knights are stronger and “Immune to fear”.

Greenskins improvements: Monsters Squads => Trolls 3/3, Spiders 3/3, Scorpions 6/6. Scorpions and Orc Big'uns get “Immune to fear”.

Errors corrected from programmers: Despite descriptions, Mercenary Ogres didn’t “Cause fear” and Zombies weren’t “Immune to fear”.

Experienced Troops

Old System: In DO, next levels double the Regiment's "last price", e.g. Zombies prices are 270 (L1)/ 540 (L2)/ 2160(L4 FE). Considering gold spent, it’s quite clear that Quantity is more convenient than Quality.

New System: In FO, next levels have a slight price increase based on the Regiment's performance. Also adds "shield upgrades" where Regiments with higher level also come with higher armor, always based on the Racial limits.

Item Costs

They are multiplies of 40 to help you spend all gold when playing with 5k/7k Limits.

SWORDS Cost SHIELDS Cost BANNERS Cost MAGE Cost OTHERS Cost
Skabskrath 240 Spelleater 280 Wrath 440 Wand of Jet 280 Horn of Urgok 2800
Hellfire 160 Ptolos 120 Defiance 360 Staff of Osiris 280 Potion of Strenght 160
Storm 160 Enchanted 40 Mork's War 240 Book of Ashur 120 Heart of Woe 80
Grudgebringer 120 Dragonhelm 40 Arcane Warding 240
Runefang 40
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