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Re: Conceptual Balance Mod 1.6
There's at least a reasonable chance that you'll get some D2 dwarves, since they're about all you'll be recruiting in your cap for the first 10-15 turns.
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Re: Conceptual Balance Mod 1.6
One dwarf in 4 has D1. One dwarf in 10 has another random. Out of these, only 1 in 4 will have another death random. So its 1/4, 1/10 and then another 1/4.
Somebody who doesnt such at math as much as I do can tell us the chance of getting such a mutant. I've seen one D1F1 dwarf once in my life. Counting on a D2 dwarf is not something I'd advise. --- But were Allfather to become cheaper, I'd probably pick Earth over Astral, of course... I hate starting with no astral, but Vanjarls really need at least a minor earth bless. And Earth is one of the best paths for an SC, too. |
Re: Conceptual Balance Mod 1.6
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You have twice the chance of getting D1F1, so that's a 1/80. You are bound to have plenty of D1 dwarfs however, so if you use those to start a death economy you should soon be able to empower one and bootstrap down Death through that road. Of course, having Death on your Pretender is "really" helpful. |
Re: Conceptual Balance Mod 1.6
True I suppose. I guess I'm just being spoiled in my game. I've already gotten 2 D2s and some other 10%s and its like turn 20 or so.
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Re: Conceptual Balance Mod 1.6
Is there a reason why Knights of Avalon don't get a hoof attack?
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Re: Conceptual Balance Mod 1.6
Another oddity, Jomon's Ashigaru, Samurai archers, basic Samurai, and Ninjas all have only 9 HP for some reason.
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Re: Conceptual Balance Mod 1.6
There's been a lot of discussion about how to rebalance Machaka, and it seems almost entirely there. The latest Black Hunter goldcost change was huge, and I've been seeing people actually use them for expansion(and be justified doing so, too!). I think the nation isn't quite where it needs to be still, though. I'd propose just a handful of minor changes for the next version.
I'll start with the most obvious: for some strange reason, currently Hunter Spiders(once they lose their rider) have a strength of only 11. This is frankly criminal, and it is the reason they deal no damage once their rider is gone. In order to have the same damage with their fangs as they do with a rider, they should have 16 strength. Province defense can also be easily improved. Simply change the commanders to a Witch Doctor(for the first) and Voice of the Lord. The changes are both thematic and effective--Sermon of Courage makes your masses of Militia no longer so much of a disadvantage, and the Witch doctor can put down some fairly random but occasionally effective magical support. Wandering thugs will occasionally get blinded, combusted, Decayed, and once in a blue moon a Witch Doctor might even get off a lucky Flaming Hands. It's also perfect thematically--Witch doctors even have in their flavor texts that they hide in the wilderness to potshot enemies. |
Re: Conceptual Balance Mod 1.6
1 point of PD shouldn't get mages, ever. The only exceptions currently are EA Van and Hel, who literally have no non-mage commanders in their rosters. (Possibly some of the expansion nations have one, though I can't think of any...I just glanced at the lineups in the book)
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Re: Conceptual Balance Mod 1.6
LA Marignon at least gets a chartmaker AS 100% random with PD as 2d commander...and they do have other types of leaders
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Re: Conceptual Balance Mod 1.6
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Plently of nations get a weak mage as 2nd commander (often because its also a priest). Ermor gets a Pontifex (F1H2) for example. But as a *first* commander its incredibly rare, and only because the rosters of those nations have no non-mage commanders. |
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