DO/Rules/Fair Omen

From Dark Omen Wiki

< DO | Rules
Revision as of 13:42, 31 October 2011 by Jeronimo (Talk | contribs)
Jump to: navigation, search

Contents

Installation

  1. Overwrite folder “1pbat” from GameData. This folder has all maps available for Multiplayer.
  2. Overwrite folder “2parm” from GameData. This folder has all changes related to Regiments.
  3. Overwrite archive “EngRel” (game icon). This archive brings the new Item costs.

Download link: http://www.mediafire.com/?e54upcyuty6f05m

Background: Problems with Dark Omen

  1. Regiment numbers: Few units provide short entertainment. Most ranged/infantries with 16 or 20 (poor Visual difference).
  2. Artillery: How many times did we have to play Defensive due to our 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 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.


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”. They are Single units with 3 Wounds/3 Toughness. Don’t have close attack. Ballistic Skill: Imperial Cannon +1 BS (to 4); Orc Ballista +2 BS (to 5).

Initiative Boost: Regiments have +2 Initiative to improve their Path-finding. Movement: Goblins +1 MOV (to 5); Wraiths +1 MOV (to 5); Vampire -1 MOV (to 5). Orcs/Dwarves/Mummies gain “Unimpeded by difficult terrain” (extra mobility).

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

White Grail: Replaces Knights of the Realm in order to have more variated Cavalry. The White Grail has “Immune to fear”.

Monsters Squads: Greenskins monsters have been increased in order to get Tank Regiments similar to Mercenary Ogres. Trolls: 3/3; Spiders: 3/3; Scorpions 6/6 (alone were useless in big battles).

Errors corrected from programmers: Checking Regiments descriptions with Editor I found that Mercenary Ogres didn’t have “Cause fear” and Zombies weren’t “Immune to fear”.

Experienced Troops

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).

New System: In FO, next levels will have a small increase depending on the Regiment performance. Also it has a Shield Structure where Regiments with higher level also come with higher armor, always based on Dark Omen limitations.

Item Costs

They are multiplies of 50 because help you spend all gold when playing with 5k/7k Limits.

SWORDS Cost SHIELDS Cost BANNERS Cost MAGE Cost OTHERS Cost
Skabskrath 300 Spelleater 400 Wrath 550 Wand of Jet 400 Horn of Urgok 3500
Hellfire 250 Ptolos 200 Defiance 500 Staff of Osiris 350 Potion of Strenght 200
Grudgebringer 150 Dragonhelm 50 Mork's War 300 Book of Ashur 200 Heart of Woe 100
Storm 150 Enchanted 50 Arcane Warding 300
Runefang 50
Personal tools
communication