Alright, I'm going to balance this game. What I'll do is upload a modified GOWClassic pud so that anyone interested can download it and play it with the "use map settings" option on the War2Mod channel.
Main changes:- Walling will be done with actual walls. Walls will have reduced building time, higher cost. I may not be able to achieve this, so I think buildings will have lower hp instead.
- Modifications to make every unit/spell/upgrade useful (biggest changes are about rangers, bloodlust, healing, blizzard, and skeletons. The rest are smaller adjustments)
Detailed info (I will be updating this):UNITS and BUILDINGS:
Buildings (except walls and towers) will have around 40% their hp.
- Archers (+): +1 piercing dmg for now.
- Knights (-): NEW addition: Knights start with 80hp so that it's more even with rangers and footmen and Paladin Training adds +10hp. Next update will have knights cost 100 gold more in an attempt to balance footmen, and BL.
- Demo Squad: it now would destroy a shipyard or so
- Gryphons/Dragons (+): reduced building time from 250 to 200?. dmg increased from 16 to 20?.
- Walls (+): x4 reduced building time, it's fast but not immediate. Increased building cost. 100gold 50wood? Maybe more. Note that walls aren't repairable, but improvements to archers and towers will make up for that.
- Towers: Next update: hp x1.3. They were too weak and I don't think x1.3hp will be enough
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UPGRADES and SPELLS:
- Footman upgrades: same?
- Arrow upgrades: same?
- Ballista upgrades (+): Gold 800 and 2000 for the second upgrade. It should be deadlier.
- Ranger training: same. On next update rangers should get around +3dmg, because ranger upgrades are very weak.
- Ranger scouting (+): 500 gold (1500)
- +1Range upgrade (+): Price decreased to 1500. Next update: at 500, there are some ways to outrange opponents that may work.
- Troll Regeneration (+): 10 cents. Next update: at 500.
- +3dmg for rangers (-): 6000 gold. Idk how to balance this one. So it will come into play very into late game.
- Healing (+): From using full mana to heal 42.5hp, to healing 127hp (2mana x 1hp. Less would be constant healing, more would mean it's weak compared to other spells like BL). Cost 1500. It's a powerful spell now, so it costs more (it's even with runes).
- Exorcism (+): now you can kill dk with 120mana instead of 240. Damaging a dk doesn't matter much unless you kill him, which now doesn't require full mana. With the skeleton modifications, it now kills one skeleton with 100mana.
- Bloodlust (-): fixed at x2 so that it doesn't snowball from upgrades and becomes OP. Increased mana cost. 200. Around 2500 gold now. Increased building time to 200
- Runes (+): 150mana, 1500 cost. Mana cost should not be cheap because it would be used all over the battlefield, but not too high for it to be a better option than BL. Still BL is more powerful, and it will cost more gold.
- Fireball: (+): mana cost 50. increased dmg up to 40? Next update: 50mana. I think it does a bit more dmg than coil overall, and it could be useful at chokes maybe, but I'll leave it for now.
- Death Coil (+): will have the same mana cost as fireball. Next update: 50mana. I think it did little damage for its cost, like -45hp to a knight for 100 mana. Now you would kill around 2.5 basic knights at full mana, which still isn't that much.
- Slow (-): mana 100. Gold 1500?
- Polymorph (+): mana 150. Gold 1000?
- Inviz (+): mana 150. Gold 500?
- Flame Shield: same? (mana 80, gold 1000)
- Blizzard/Decay (-): Gold 5000? (2000) It will make more dmg to buildings since they are weaker now. Next update: cost 3000, mana 150 (25), doing much less damage to buildings and peons. You used it so much on the gold mine, that now it's basically used only for that. It will only kill some peons. You'll need two mages, and better timing. The correct fix would be decreasing the ridiculous range, but that's not an option.
- Haste (-): 500 gold? (mana 50). Only because it gives 2x to dragons.
- Raise dead (+): Gold 1000 (mana 50). Skeletons have around 50hp, 16dmg, 8pierDmg, 0armor (knights are 90,8,4,4). Skeletons should still have weak hp for exorcism to be useful. On next update skels will be 50,12,8,0.
- Unholy Armor (+): 150 mana, 500 Gold ?
- Whirlwind: (1500 gold, 100 mana) It now has a bigger impact on buildings instead of just going aimlessly and damaging many buildings but not destroying much.
Waiting for mana to reach 200 was a bit much. I still mantain both sides having mana/cost cheap spells.
I'd need to see some games for further balance. Especially about how walls, towers and archers play out.
You can download the map now. It's Great White North.