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Re: Mod in Progress: Holy War
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Re: Mod in Progress: Holy War
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Holy War: Divine Magic - bumps divine magic Holy War: Priests - bumps pure H priests and adds specially grafted national holy spells to encourage use of the national pure priests Holy War: Sacreds - adds easier access to sacred units Quote:
1a)Pure puff version: - If a nation has a pure priest, it's magic will be boosted by one. H1 to H2, H2 to H3 and H3 to H4 Good Points: No need to nerf anything, everyone is happy Bad Points: A lot easier acceess to H3 and H4 and to Fanatisicm and Divine Bless. Possible balance problems? 1b) - If a nation has a H1 pure priest and no mage-priests, the priest will be H2 - If a nation has a H1 priest and a mage-priest with H1, the priest will be changed to level H2 - If a nation has a H2 priest and a mage-priest with H2, the mage priest will be changed to level H1 - If a nation has a H1 priest and a mage-priest with H2, the priest will be changed to level H2 and mage-priest to H1 - If a nation has a H3 priest and a mage-priest with H3, the mage-priest will be changed to level 2 Good Points: This means that if the nation has a pure priest in its roster, that priest will be the strongest holy magic user in the nation. Bad Points: This might cause some thematic issues, but I'll be using this excuse: The weaker the unit, the humbler. The humbler priest -> better priest Quote:
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Re: Mod in Progress: Holy War
This mod could make LA C'tis tomb kings much more interesting as thugs :)
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Re: Mod in Progress: Holy War
I suggest adding some ranged sacreds. There just are not very many of those in the game.
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Re: Mod in Progress: Holy War
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The D1H1 summon will likely be archers too. Black Knights. They're a templar order that Pantakrator assigned with the task of guarding burial grounds. I'm modeling them after "Raven Knights" In warhammer. They will heavily armored knights with silvered longbows and swords (that'll be extra powerfull vs undead) |
Re: Mod in Progress: Holy War
Works for me :)
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Re: Mod in Progress: Holy War
The idea of jiggling all the national holy paths sounds messy. I have an alternative solution: Make it impossible to recruit indy priests. Just set them to resources 800 or something.
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Re: Mod in Progress: Holy War
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I failed to mention thought that "solution" 1b isn't set in stone. The changes will likely differ from nation to nation. Pythium for example. The divine power of the Arch Theurgs is so crucial part of nation's theme that I really can't touch that. Usually the mage-priest is cap-only so depending on the case, I might get the effect I wan't by just slightly beefing the national pure priest so that maybe he'll get recruited in your secondary forts. |
Re: Mod in Progress: Holy War
Regarding recruitable H4 priests. If the price would be high enough and they would be capital only, there wouldn't perhaps be such a balance problem (I believe Fanaticism is at its highest value in the early phases of the game).
IIRC in CBM C'tis priests cost currently H1 $35, H2 $100, H3 $260 and they all are recruitable everywhere. If the "new" paths and costs could be for example H2 $80, H3 $260, H4 $600 and make the H4 one capital only, then I don't believe there would be at least a very massive balance issue :) |
Re: Mod in Progress: Holy War
Hmm, well how about a combination of non-recruitable indy priests and jiggled national holy levels (mostly swapping holy strengths between mage-priests and pure priests)? I'm just uncomfortable with (a) not having a national H1 priest, and (b) including recruitable H4 priests. H4 feels so special to me that it seems wrong to have it recruitable. Also the presence of such high level priests will render Ermor and Carrion Woods Pangaea pretty doomed - have you seen the banish effect from a high level priest?
This isn't a desperately strong opinion by the way, just giving my thoughts. |
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