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Re: Golden Age Arcoscephale
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Re: Golden Age Arcoscephale
If you gave them 50 morale, they would also dissolve when they lost their commander.
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Re: Golden Age Arcoscephale
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Round Shield -> Kite Shield (+1 Prot, +1 Def, Harder to nail with Missile Weapons) Hit Points 13 -> 15 (Based on Knights) Strength 11 -> 12 (Again Based on Knights) This, IMO makes them more in line with the rest of the units (Knights Mostly). Would I buy them now? Probably not. But they are slightly more survivable. Quote:
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Re: Golden Age Arcoscephale
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What would you think of giving them both air and earth level 1? Obviously this allows both ironskin and mirror image, but not mistform and cloud trapeeze. It's similar, but different than Drotts and Tuathas. Quote:
There's definately a lot you can do with the skeptic and engineer within the bounds of the mod. Both look reasonably mage-like, and changing the name and stats is trivial. Unfortunately we're never going to get more than 2 people to agree on what such hypothetical mage should look like, but I'm open to suggestions. |
Re: Golden Age Arcoscephale
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If you don't like changing the weaponry, then you can just modify the base stats. This isn't going to help against missiles, but maybe that is okay HP 13 > 15 Defense 14 (base) > 15 (Total Defense 17) Strength 11 > 12 Cost 125 > 115 Gold Now. Those again are minor changes. But lets see the impact as the game progresses: Protection (the spell) = 23 Prot 5 Stars Exp = 22 Defense (nothing to sneeze at) Now they may be worth it, if equipped with a decent blessing. And at least some small form of Air is probabaly key for initial expansion. Quote:
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It wouldn't make the Skeptic any more attractive, but I think he's fine as he is, even with crappy stealth. |
Re: Golden Age Arcoscephale
Shedu was dramatically increased. I'd like to read your comments on it too. The ones about Golden Age were a nice read, but I can't comment them. I'm not experienced enough to see how good a unit is without testing it in battle first.
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Re: Golden Age Arcoscephale
I know myrmidon are just (the "just" part, more or less) ant people, but I think they're also supposed to be the ultimate soldiers in terms of discipline. I mean, they're crazy, you tell one of them to fight the whole Abysian army, and he'll be out there. You tell on to jump, he asks you how high, what angle, and whether or not to take wind resistance into account.
I thought it could be something unique about myrmidon, to set them apart from all the other elite, slow infantry. Just a thought. "myrmidon A faithful follower who carries out orders without question." - Dictionary.com |
Re: Golden Age Arcoscephale
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The armor bonus is redundant with stoneskin, which is available early, and castable with his base chassis. The defense value is definately big, as is boosting his domain to the highest level. However, I doubt these abilities offset the drawbacks of less equipment slots. In comparison, the Virtue... - Has the same path cost, and costs 75 points less. - She (now) has the same dominion, as well as two excellent abilities (lightning resistance/Awe 4!!). - She only has level 2 air, rather than two paths, but this since he's 75 points cheaper on an 80-point chassis, getting a second path (of your choice mind you) costs you only 5 points more than what you would have to pay for a Shedu. - She has a full compliment of equipment slots, and comes standard with a nice flambeau On the flip side the Shedu is a beast at 230 hit points. However, I think you would find him to be limited as a lategame combat SC... however I think he would do quite well as a caster SC, similar to a monolith. When you compare him to other (non crappy) national pretenders, I think he's still strictly second-tier. The Nataraja is clearly superior (and available to Arcoscophale). The Allfather (at the same cost mind you) is clearly superior. The Carrion Dragon (50 points), is in another class. Now he may be comparable to other national choices such as the Jade Emperor or Mother of Tuathas, two similarily priced national pretenders. However, by maintaining his 80-point paths and limited item slot compliment, it's almost certian that he'll never completely excel at either fighting or casting. At this point he'll make a good expansion aid for the first few turns, then probably retire to the library to make golems... showing up to cast a few big spells in the more important battles. I actually considered lowering his price (to 50), or his path cost (to 40) in addition to raising his combat values. Limiting his item slots has a crippling effect on his overall usefulness... given these severe restrictions on usable items, he has to be great in other areas. Maybe filling the "early trampler, lategame golem maker" niche will be enough... but somehow I doubt it =). I'm open to suggestions on how to make him somewhat on par with the better avatars available to Arcoscephale... namely the Virtue, Nataraja, Lady of Fortune, Prince of Death, and Ghost King. Since Arcoscephale has access to all of the non-unique avatars that I consider in the top tier... you have to make the Shedu one of the best pretender gods in the game, or else regardless of his strength he's not going to be used since Arcoscephale has such diverse choices in this area. How to accomplish that while maintaining the general idea Illwinter had for the Shedu (trampling flier, limited magic, no item slots), is the question. He was already the highest hit point, non immobile pretender in the game (tied with the kraken, which was aquatic and of course dosen't fly). Even as a flying, durable, trampling chassis with magical paths in both astral and earth, he saw limited or no use. This speaks volumes about the power of items in this game. [ June 18, 2004, 13:24: Message edited by: Blitz ] |
Re: Golden Age Arcoscephale
Seems to me that there are some nations and units and tactics that are harder to learn to take advantage of than others, but that once they're learned, they are just as good, or better, compared to the easy and obvious nations/units/tactics.
Myrmidons don't look bad to me at all. They look quite good, really, as slow well-armored heavy infantry with not so heavy weapons. Those look like the most durable chariots I've ever seen. Most chariots are very fragile, but are good for inducing panic in the rear. Most chariots aren't designed to be shock troops, although as was pointed out, with buffs, GE chariots could be quite strong. The flying warriors are probably like most flying units - easy to get killed, but deadly if used in sufficient numbers and timed properly. Yes, the Shedu can fatigue out and be swarmed to death, and becomes weaker in comparison to late game units. And the astral is a two-sided ability due to magic duels. I'd say it's a dang good thing those weaknesses are there, however! Remember what I said about numbers being important to rear-flyers? Try combining a flying shedu with a whole bunch of flying troops set to guard commander... suddenly it's much much much harder to overwhelm the shedu or calmly deal with the fliers. Try to strike the shedu before it buffs up with astral and other spells? Good luck with a bunch of fliers guarding him while he does so! Meanwhile, the research bonus, the mages, the skeptics, the healers, etc., are also great things that can really help out when used well. If there are several players who haven't figured out how to use something effectively, by all means try mods to make them better. But with players who know how to use the old Versions, they may end up being overpowered, and after the players who didn't know, get some experience, they may start to learn the subtler tricks too. It's at that point that the mod changes to remove things that got the units killed when they were used bluntly, may end up with units that have too few weaknesses when used skillfully. I don't claim to have figured everything out, or to have much GE Arco experience or anything. I have done a bit with fliers though and have seen them be extremely powerful or extremely weak, hinging mostly on numbers and timing. When I see people saying they think tough fliers are too weak, I tend to think they probably saw them strike with too few and at the wrong time or against the wrong target. Fliers who can do well even when sent in low numbers against strong foes at the wrong time, seem like they could be too strong. PvK |
Re: Golden Age Arcoscephale
Without geting deeper into the arguments, I would like to say that I agree with Blitz's assesment that GE in general is weaker than the standart Arco in cometitive MP. A pity, because I think this is one of the most interesing national themes in priciple. Maybe it'll get some love from devs in the future, as Blood of humans and other themes got in the past.
[ June 19, 2004, 01:46: Message edited by: Stormbinder ] |
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