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Re: Spells that allowed summons to bolster an other player's/indy province
Well, I could take a freak lord, take -3 on all scales and play with that for rpg-purposes :P
I'm not proposing removing those pretenders, I'm proposing they be changed. I'm not having performance issues (at least I don't think I do). The projectiles move slowly inately. Why should a vine arrow be any slower than a normal arrow? : / |
Re: Spells that allowed summons to bolster an other player's/indy province
If you took -3 on all scales it wouldn't matter what pretender you took, you would BE a freak lord.
You can always have the game fast-forward through parts that move slow. Just press F. |
Re: Spells that allowed summons to bolster an other player's/indy province
-3 on all scales isn't that bad.....
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Re: Spells that allowed summons to bolster an other player's/indy province
I feel to remember everybody that if you don't like spells going so slow just press F and it activates the fast forward mode. F again and it returns normal way. F and F again, you practically skip the flight of the vine arrow if you do with timing. ;)
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Re: Spells that allowed summons to bolster an other player's/indy province
Thanks Tifone. I remembered there was a button but I couldnt remember what it was.
As to -3 scales, there are nations which can make good use of any scales that others cant. For instance, with Pangaea I often take negs in order and production. With Ulm I often take negs in magic, water nations neg in temperature, Ermor neg in growth. |
Re: Spells that allowed summons to bolster an other player's/indy province
I might take -3 in one or two things, but even as ermor I wouldn't take -3 to all scales. I would want probably luck 3 and neutral magic.
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Re: Spells that allowed summons to bolster an other player's/indy province
I rarely if ever play with less than 2 positive Luck on *any* Nation, no matter the scales. I'd frankly find very useful a mod that gave every Nation in the game an immobile, unteleportable, 100% bad event negator, so that I wouldn't have to worry about losing my temple or lab in my Capital.
That's the primary reason I take Luck 2 or 3, but sadly it's reason enough to do it every time. |
Re: Spells that allowed summons to bolster an other player's/indy province
Ive taken massive neg scales. With the right nation, and low dominion, it might not affect you much. The benefit is to get the maximum in blesses.
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Re: Spells that allowed summons to bolster an other player's/indy province
...Or for the Awakened SC imho ;)
Well LA Ermor is pretty much the king of negative scales. I usually play it all negative except Luck 3 and Magic 3 (to compensate for all the mages I will have to keep on summoning). Also Kailasa, if you wanna play a full bless strategy (which I never manage to do too well, and it's just funnier to go with lotsa monkeys!!) I think you just really can go with T3S3H3D3L3M3. (Which leaves lots of points for experimenting a good bless... but never enough :D ) Gandalf: why massive negative temp on water nations? :) It's just a thematic thing of the cold oceans or you see some advantage in this? (The n00b in me always needs to learn :o ) |
Re: Spells that allowed summons to bolster an other player's/indy province
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