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Re: Random Picks and Modding...
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A game with these costs ( although the Nifel Jarl has to be worth more ) Sable Cherry's troop costs, Zen's spell mod, a crushing of battlefield spells ( a-la the mods Soapy has been running ), the change of all 0 enc to 1 enc, and the removal of life drain would be just swell for me http://forum.shrapnelgames.com/images/smilies/happy.gif Quote:
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Then again, I do play on small maps normally, so the games don't last that long. Quote:
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Score. Quote:
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Spells that can significantly improve the abilities of normal troops at easier to reach research points than alteration 9. More games should be played on the rich setting as well, as it places the magic/might balance point at a considerably different location. Or just mod the game so that every province produces twice as much gold. Change encumbrance and fatigue so that they are less granular, and so that stronger and larger creatures aren't as fatigued by their armour. |
Re: Random Picks and Modding...
In Master of Magic the problem was solved by combination of unit buffs and more powerful experience levels which only affects nationl units.
One thing I think would like is that summonables with 14+ stats would start with few experience stars and get their stats lowered so that it amounts the same thing. Then elite and experienced nationals would have some change of killing Devils etc, as they wouldn't have gotten the same bonuses as fast. |
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If you are in the camp who thinks SC's are too powerful then simply changing all units to have at least 1 base encumberance and removing lifedrain weapons works swell. |
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BTW, I'm experimenting with Last of the Tuatha Sidhe Champion rush, and it's looking good so far. While not the fastest thing in the world, it's certainly rather solid, and doesn't suffer from the 'screening' problems you mention below. Quote:
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Re: Random Picks and Modding...
Pursuant to the conversation Graeme and I had in this thread, here's a list of mage costs using a slightly different formula. It uses the Caelian Seraph and the 'low end' mages (Seithkona, etc.) as a balance point.
Warning: This is rather radical, and uses a cost reduction gradient for capital-only commanders. King of the Deep - 180 Initiate of the Deep - 50 Deep Seer - 155 Theurg Acolyte - 80 Theurg - 140 Arch Theurg - 310 Serpent Acolyte - 80 Serpent Priest - 165 Daughter of Avalon - 65 Mother of Avalon - 80 Crone of Avalon - 155 Sidhe Champion - 95 Sidhe Lord - 135 Tuatha - 205 Master Smith - 100 Black Priest - 130 Illuminated One - 60 Second Tier - 100 Fortuneteller - 80 Sauromancer - 160 Shaman - 80 Empoisoner - 75 Keeper of the Tombs - 100 Marshmaster - 145 Priestess - 110 Mystic - 135 Astrologer - 140 Seraph - 100 High Seraph - 190 Harab Seraph - 90 Seraph - 90 Harab Elder - 180 Thaumaturg - 130 Grand Thaumaturg - 285 Inquisitor - 110 High Inquisitor - 210 Initiate - 60 Witch Hunter - 120 Grand Master - 245 Diabolist - 80 Goetic Master - 150 Chartmaker - 80 Royal Navigator - 150 Dryad - 110 Pan - 195 Pandemoniac - 160 Dryad - 80 Pan - 170 Panic Apostate - 170 Black Dryad - 80 Vanherse - 100 Vanjarl - 150 Vanadrott - 205 Dwarven Smith - 130 Galderman - 120 Volva - 80 Hangadrott - 235 Svartalf - 115 Vaetti Hag - 60 Jotun Skratti - 150 Gygja - 135 Seithkona - 90 Norna - 135 Niefel Jarl - 500 (since everyone agrees he's worth that much) Starchild - 60 Starspawn - 130 Starspawn - 180 Mictlan Priest - 80 Priest King - 140 Rain Priest - 140 Moon Priest - 140 High Priest of the Sun - 240 Master of the Way - 100 Celestial Master - 160 Master of the Dead - 80 Master of the Five Elements - 130 Celestial Master - 190 Witch Doctor - 80 Sorcerer - 130 Sorceress - 85 Black Sorcerer - 140 Anathemant Salamander - 130 Anathemant Dragon - 270 Warlock Apprentice - 90 Warlock - 175 Demonbred - 160 Newt - 80 Sanguine Acolyte - 80 Sanguine Anathemant - 130 |
Re: Random Picks and Modding...
Lots of cheap mages! Do you have what the Niefel Jarl would have been with your formula? |
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