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Re: Conceptual Balance Mod 1.4
i'm pretty sure it's me that promotes teh ebil weed. Stop getting your degenerates mixed up !
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Re: Conceptual Balance Mod 1.4
Sorry for taking so much time in reply. Headache trumps all. :hurt:
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About Oreiades - yes, they are useful so I guess they could be left as is. Quote:
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On Banes and LAmia queens - maybe... On Great Eagle - agree that competition in lower-level summons is big, but I just don't see much use of him as high-level commander. If he was stralthy, maybe? But this changes him too much... Amphiptere is subjective, of course. Does it work as solitary commander (I don't remember its flavor text right now)? On Zmey - I am not sure about usefulness :angel:, but it surely would be thematic and also would add another option which is the whole point... Kappas - well, there are both versions already in the game. Of course, I can't positively proof both versions are necessary as summons. On the other hand, I'm not sure that commander version is more needed as a summon - after all, if you can cast it, you already have Water mages who can forge appropriate amulets to invade seas with any commander/thug... On Celestial Servant - I don't know, either. Still, it's pretty useless as is so something should probably be done - and description suggests such a solution... Telestic Animation I think is good enough as is - if you think it's too weak, you may add item slot or two. But it performs admirably (of course, nation with naturally strong priests and Dominion doesn't need them, but that's because of nation strength, not unit weakness). Astral Window I agree is a minor issue - I just don't see it as the same price as Astral Projection, that's all. Internal Alchemy and Ginseng are, I think, very useful. And I don't think they should be cast by each Tien Chi mage as a matter of course. On the other hand, it would be cool... ;) Blindness - I think it would be very nasty on early geme SCs. On the other hand, Fire nations would have a stimulus to concentrate early research on something other than Evocation, which is nice... Don't know, still seems too early. About Hidden - of course, they are great fun! And pretty useful, too. Still, of course you have more experience at balancing than myself - just don't say you wern't forewarned... ;) Legions of steel - maybe, but in midgame, at least, it's very useful. Quote:
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On Hell Power - maybe... Quote:
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On Mound Kings - yes, please. Quote:
Boots of Behemoth - it's just they are niche item in any case, requiring large-size humanoid to use. But giant nations and Titan Pretenders can use them quite effectively. I don't know why they don't. ;) On the other hand, they seem to require also reinvigoration - but this also means that there's no point to make them lower research! Quote:
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Re: Conceptual Balance Mod 1.4
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ON Blindness - as I see it, it's anti-SC/thug/mage spell. Of course, Fireball is better against troopers! Still, as an incentive for Fire-based nations to research something other than Evocation... ON Hidden in Sand - I see it as in different niche than living statues. Besides infantry which do not suffer from 4 aps, it gives you thug(s) and magic diversity. Of course, if you have national mages covering it... |
Re: Conceptual Balance Mod 1.4
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It's quite useful if you want to keep a province around your castle, for example. :D Quote:
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Re: Conceptual Balance Mod 1.4
I'd like to add that the Tomb Kind summons (690, 691, and 692) should have their Holy boosted by one each (to H2, H3, H4 respectively).
this matches what is in the manual, and as it is they cant even utilize all their nationals! and C'tis has never won a game, so I think using that as a datapoint it's pretty clear this isn't potentially imba, and that setting their Holy so low was either a mistake made in vanilla, or uncalled for precaution. |
Re: Conceptual Balance Mod 1.4
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Regarding Fall Bears: I have this ridiculous image on my mind, where they are a remote summon called "Drop Fall Bears" that only works in forests. :) If you can't tell, I talked with an Aussie last week. |
Re: Conceptual Balance Mod 1.4
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Re: Conceptual Balance Mod 1.4
Overall the changes to Ashod are good, the only things that seems odd is the Banquet of the Dead spell, because with the current changes you need to forge magic items for your Zamzummite's to actually cast the spell, and since you lose the mage you have just lost ten death gems.
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Re: Conceptual Balance Mod 1.4
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hell, even the descrip for this particular spell reads "when a tomb king..." making it obvious that they are supposed to be H4 and were meant for the casting of this spell (the manual says so too). |
Re: Conceptual Balance Mod 1.4
My bad, going from memory. Still though, everyone talks about how precious D gems are, and those summons are EXPENSIVE!
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