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Re: YARG3, non newb MA+ENP2 RAND game. Executor's Ulm winner on turn 76
Valerius, now you know why I do all in my power not to need a sub ;)
Executor: I admire how you managed all that MM. Not sure whether I could. |
Re: YARG3, non newb MA+ENP2 RAND game. Executor's Ulm winner on turn 76
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Also haven't forgotten about the PM's Val. Not had free Dom time for a while to get back to you properly (recently there seems to be a never ending flow of people who need ranting at :( which gets high priority for my free Dom time :)). Two weeks is the usual turn around though isn't it? so I still have some time to play with :) Quote:
Not sure how relevant what I wrote was when you took over though, as it was written for my immediate successor, and I'm probably right in guessing a LOT changed between me leaving and you arriving. -------------------------------------- RE: Mod nations often being a bit OP. I've found that one regular problem with mod nations ending up OP is that the creators pick bad choices for comparisons. ie. "This unit/summon was priced on nation X's unit/summon". As the tendency then is to pick 'one of the best' unit/summon to copy. Which ends up with the mod nation having the best value archers, best value HI, best value mages, best value summon etc etc, cherry picked from all the standard nations. With the obvious result being the nation becomes OP and with far too many good 'things' at their disposal. But maybe it's only me that's noticed that trend. Quote:
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Re: YARG3, non newb MA+ENP2 RAND game. Executor's Ulm winner on turn 76
Rdonj, I took a quick look at the current Itza (just recruitables, didn't have time to check out the summons) and I agree it's much better. In addition to the magic weapon changes (which are very significant) I see the cold-blooded tag has been extended to the Kroxigor as well (and I'm not sure that I realized just how severe the cold-blooded penalties were when we played Tourmaline). At a glance I'd agree they certainly have plenty of strengths but are much more reasonable.
Interesting observations regarding mod nation power. I think Cal's comment re: picking the best units from various nations as comparisons without necessarily considering the cumulative effect of this (and not necessarily having offsetting weaknesses) is also a good point. And it occurs to me that probably most nation modders are looking to create a strong nation rather than an average, let alone weak, nation. For one thing, they'd like their nation to be played and more people will shy away from playing an underpowered nation than a strong one. ;) I also wonder if other mod nations are used as a baseline and if those nations are strong you want yours to be competitive with them? I guess this would apply more to the Warhammer nations since they have shared theme but could apply to historical-themed nations as well. Btw, aside from wariness about power level I'm not at all against mod nations and am actually quite impressed with many of them from the sprite work, to the imaginative themes, to the technical approaches to accomplish things (retinues, etc.). All this is a bit off-topic but not horribly so since YARG 3 did include mod nations. And I've actually been meaning to ask about this for a while so I'm glad it came up. Quote:
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Also, I wonder how many people's self-assessment would match your verdict. :p Quote:
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Re: YARG3, non newb MA+ENP2 RAND game. 7/18 players remain.
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1 Gem items are totally sick. How much use did you make of Crystal Matrizes and Crystal shields? I am constantly forging 5 or so crystal shields per turn, this gives simply soo many options to further support large armies (Any Smith with a Crystal Shield can cast flaming arrows, warriors of Muspelheim, Heat from Hell etc. A random smiths can cast Wind Guide and Arrow Fend etc, S randoms add Antimagic...) especially if you lucked into some indies. Got an A2 from somwhere? Mass flight ftw! N2-N3ss with a crystal shields can also cast intersting things too. Iron Angels are cool, but have the misfortune to cost E. Did you preplan for the dreaded "magic is fading" event? I lost an insane amount of gems to it in a goongame, it happened about 3 times and wiped about 50-100 gems per happening. |
Re: YARG3, non newb MA+ENP2 RAND game. Executor's Ulm winner on turn 76
I used matrixes but I didn't use too many since you need a mage to carry them and mages weren't major parts of my army. Besides, I also had the problem of the 50 item per turn limit and only 15 or so astral smiths, so other stuff took priority.
Things I mostly used astral for were astral caps, coins, eyes of void, spell focus, lucky pendant, crystal ords, AMA, and herald lances. Had 11 fully equipped mind hunters when AC broke out. Shiny had the pleasure of meeting most of them. Each one of those costs 50-60 gems without hammers now days. As for crystal shields, I forged those like crazy. An S1 smith with a crystal shield + astral cap + crystal coin (11 gems total I think) and you can cast WotF. An A1 mage with helmet + wind bag + crystal shield + matrix (around 25 gems total I think) and you can cast for warriors, mass flight, etc. A F2 smith with it for flaming arrows. Earth 3 smith for army of lead, earthquakes and such. You could pretty much cast any spell A/S/F/E with little to no trouble. Most of the items forged were used for thugs and SCs though. I mostly used mages for support and buff spells. Items were used for spells and bows/crossbows for troop support. And of course every army had at least some SCs and thugs. Each army was well rounded and prepared to deal with just about anything. A typical army which took over Shiny consisted of; Lighting bows and spirit helms for lightning damage, rods of incineration for fire (I was a BIG fan of those for only 5F gems!), staff of numbness for cold (stun, fatigue) damage. Herald lances for undead, massed bows of war under flaming arrows, boosted mages for first round flaming arrows, WotF, antimagic, blessings of iron and army of lead. When need arose there was a mage for fog warriors and mass flight as well. Armies consisted of heavy flail infantry under weapons of sharpness and strength of giants along with the regular battle wide buffs. Along side those there were always some Treants, Grendels and banes. The craziest thing for me were probably the 8-15 gem banes which had some pretty insane stats and uses. Banes with 40 defense, anti SC banes, raiding banes, etc. They came in pretty much every variety. Never had the magic is fading event happen to me in all my Dominions games. |
Re: YARG3, non newb MA+ENP2 RAND game. Executor's Ulm winner on turn 76
About mods some more :P
I think it is definitely true that in the case of new modders, they have a tendency to do exactly that. A number of mods were originally made by people with little experience with the game, particularly in multiplayer. And these people do often get sucked into comparing vs iconic units. Some of these nations eventually were taken over by more... sane modders who had a better idea of what sensible balance was and were willing to make changes to them. One of those is Chaos, which started off in crazy town and has been getting slowly pulled back ever since. I'm still not sure if they're balanced yet, but I've not played the most recent version :P They've come a long way though. With more experienced modders, they do sometimes make mistakes, but I don't think this is really one of them. I know for example that sombre uses a unit balance point that strives for consistency with the rest of the game. However, he likes to experiment with unusual mechanics and abilities that may not exist in vanilla nations. And warhammer nations need to be thematic for the source material, which sometimes makes for a tricky crossover into dominions. Let's look at Warhammer Empire for a moment. In the warhammer universe, they have access to all generic magic paths, but not to race-specific magic paths. If they didn't have access to basically every path in dominions, then it would be highly contrary to the source material. This in itself is a major difficulty for balance as complete diversity is a huge strength in itself. In order to try and lessen the strength of their diversity and prevent the recruitment screen from being excessively cluttered, he made all of the empire's mages into summons, and gave them only incredibly useless 1 path mages for recruits. Initially, people were thinking that if anything being forced to summon their mages using gems would make the empire weaker due to not having many gems for other things. However when people actually got the empire into MP games it was realized that it in fact was a unique and powerful strength for the empire. Despite the fact that they had reasonable upkeep prices, it mostly allowed the empire to divorce itself from having a real gold economy and traditional for time concerns, and their ability to mass mages was eventually deemed too strong. The empire still has amazing magic diversity (all paths but blood), but they now buy their basic mages normally and their military strength has been weakened significantly from its former levels. There are a number of similar examples in mods where the effect of a unique national ability was decided to be unexpectedly powerful, only to be put in its place later :P Most mod nations start with at least one thing that turns out to fit in this category, but when they are discovered they are usually changed pretty quickly. Now, with Amos mods, he was open about his lack of worry over balance, and was only concerned with the internal balance between his different nations, ignoring vanilla nations altogether :P Executor - Ugh, it's ridiculous when it's cheaper to turn a level 1 mage into a level 4 caster than it is to get EDM summons. It sounds like your nation got extremely silly by the end there. That was sounding pretty similar to play under a clamming environment. Except you're the only guy who has them. |
Re: YARG3, non newb MA+ENP2 RAND game. Executor's Ulm winner on turn 76
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Re: YARG3, non newb MA+ENP2 RAND game. Executor's Ulm winner on turn 76
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I also like weapons of sharpness a lot, there is not a lot of things that are immune to weapons of sharpness Strength of gianted Flail troops. |
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