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Re: National Heros
Yeah, I've played Vanheim and have Farbaute turn up. My approximate reaction can be summed up as "Meh". To be honest, Vanlade hardly set me on fire either: although he makes blood magic a bit more viable, you can hardly build that into a gameplan.
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Re: National Heros
I'm pretty sure that there is some adjustment to hero arrival chance based on turn number. Generally I get heroes early in the game or not at all.
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Re: National Heros
Quote:
Chased him off did we? We didn't "pay" him for free things? Quote:
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Re: National Heros
Many of Dominion's balance problems comes from the fact that humans are just way inferior to most troop types. There's nothing for them like there's for Vanir, or demons (triple hp and better skills than even elite humans, etc), or lots of other summons. The fact that many human heroes are just meh is one of them.
I agree that getting one of the non-mage heroes doesn't help multiplayer much if at all. The problem is that the game isn't all about multiplayer - they've been made for single-player, where you don't have to be cost-efficient. There the deescriptions are nice and sometimes add a lot of depth to the nation's history, and you can even try to make them thugs if you like challenge. As for Gandalf... He's been around longer than I, and I've been around since the first Dominions. I doubt our doings have much of an impact in what he wants to do with his time. Besides, I like the fact that all nations don't have heroes cast from the same mould even if isn't perfect for balance. If we had "Marignon's mage hero, the one with tier 2 hero magics" instead of Witch Hunter, Dominions would be a whole different game - even if we also had "Marignon's tier 1 martial heroine, who really shines against undead and against low-morale troops". |
Re: National Heros
I think it'd really help if the less powerful heroes could have some kind of passive effect beyond scale changes, autosummons, or gem production. Take someone like EA Ulm's Maker of Heroes character. According to his description, he's big on training Steel Warriors, so why not make it so that Steel Warriors then start play with one star of experience. Nothing super big, but probably worth keeping the guy safe in order to take advantage of. It'd be easy to balance out, because if something like that were too powerful to be used nationwide, it could just be in the province the hero is in.
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Re: National Heros
IMO Worthy Heroes doesn't balance things, it just makes them more fun...some nations get some flat-out AMAZING heroes (EA Caelum gets S4 multiheroes. That's multiple mages with very powerful access to a path they can't get on nationals), whereas Mid-Ulm gets marginal upgrades to their troop-ferry quality base heroes (one of them gets a forge bonus IIRC. The hero in question doesn't have any magic paths though, so you'd have to empower him to make any use of it).
I don't think that really balances out. That being said, the heroes are more fun than base game, and that's kind of the point. This is fairly old info, so it may have been changed in recent WH versions, but it's not a balanced mod AFAIK. |
Re: National Heros
If you want demi-god heroes try Xietor's Epic Heroes mod. The heroes are very unbalanced but great fun!
You can run Epic Heroes and Worthy Heroes together for lots of hero goodness. Pangaea is a terrific nation to play with those mods, take turmoil 3 luck 3, use conceptual balance scales mod, plus the 2 heroes mods for a great game. Had 4 heroes running around by turn 30! The scales fit the nation as well. |
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