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Re: CBM 1.7 released
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2) Yes, you are hard limited to 2 commanders at the start (i.e. the starting commander + the starting scout.) (I realize the discussion progressed past this point, but in case anyone was interested.) |
Re: CBM 1.7 released
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1) The various elemental royalty summons 2) The demon princes (ice, fire, heliophagi, demon lords) 3) The treelords 4) The Lords of Civilization/Grigori (Hinnom) 5) The Spentas (Caelum) 6) The Tlaloques (Mictlan) |
Re: CBM 1.7 released
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Re: CBM 1.7 released
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Blood slaves are used if they are close to the caster, aren't they? If the combat summons can be used to introduce extra blood slaves they could be interesting as a means to ensure a constant supply of blood slaves in combat. |
Re: CBM 1.7 released
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Thus, nations with blood and/or stronger troops (usually countered by equipping thugs) get stronger while nations such as Eriu get even weaker. P.S. Make LA Rlyeh freespawn truly free? Why not make LA Ermor freespawn generate gold as well? :) |
Re: CBM 1.7 released
Regarding Ulm:
I think the 'boosts' Ulm got almost entirely miss the point. Ok, the armor rebalancing is probably a good thing. Although Ulm's infantry still has a serious problem - their base stats are straight 10s. For a professional military, I'd expect *some* infantry soldiers with better than basic stats. EA Ulm has them, why doesn't MA Ulm? I'm not convinced the armor rebalancing does enough for Ulm's troops, since they were actively bad before, and now they might just not lose to tall grass, but i still have to couch that cautiously. Don't be fooled into thinking the armor changes make Ulm's infantry actually good. Iron Angels should not be Ulm's focus, its troops should be. And with thugs nerfed pretty hard by the loss of hammers, i'm not convinced making them easier to acquire helps them all that much. But then, its been so long since i've actually seen one, I can't remember what they do. Finally, FotA available at level 0 is laughable. On the one hand, there's little worth forging without construction research anyway. Otoh, casting FotA take a lot of E gems - gems they can't afford to spend very early anyway (or even if they do, then what gems are they going to forge with?). And since I expect Ulm will roll over and die pretty easily even with the armor buff, its just another reason to kill them early. (Not that a second capital is ever a bad reason to kill someone). Regarding SDRs: SDRs are a gem gen. They needed to go. The heims probably need to be looked at following their removal to help their chronic blood hunting problem, but no one else should be overly affected in an adverse manner. All the other real blood powers either have cheap(ish) B1 hunters, or B2+ hunters readily available. Regarding Hammers: I think this is a change that hasn't been thought through very carefully, and many nations need adjustments, potentially dramatic adjustments, to account for the change. Eriu went from bad to unplayable. TNN and the heims are also in pretty bad shape. The real winners? Nations like Mictlan who didn't really have a good way to get hammers before (because they took a non-E bless chassis and had no E national mages). Mictlan, of course, had no need of a buff, stealth or otherwise. (And no, loss of SDRs doesn't really harm Mictlan very much). |
Re: CBM 1.7 released
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With a SDR this raises to 90%. (Yeah, the percentages are influenced by the game settings). Removal of the SDR just makes it very hard to blood hunt with B1 hunters. So these b1 mages are now useless. |
Re: CBM 1.7 released
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Re: CBM 1.7 released
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Re: CBM 1.7 released
Squirrelloid's balance mod also removed SDRs and Jack_Trowell suggested giving Vanjarls/Vanadrotts a dousing bonus. I think this is an excellent solution. They get the bonus without having to spend 3 blood slaves (or 5 without a hammer) and a mage turn to forge an SDR but the restricting factor with Van's blood hunting is that you have to pay 280 gold for the mage so I don't think giving them a dousing bonus really changes game balance.
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