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Re: Balance Mod No Generators
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Maybe you should nerf blood magic as well then, don't know. Quote:
Making 5 clams, creating 5 scouts, moving them and handing them out + clicking on pool gems is done in two minutes. Well, pooling forces you to redistribute the gems against assassins, but I'm often pooling anyway to have max gems for casting. There's only little point in protecting a mage that isn't valuable and unfortunately this can change depending on where your items are. It's the 400 mages and 100 normal items, that you are forced to build to compete, that take hours to manage. Seriously, recruiting mages for combat and forging only would cut down useless micro by 90% imo. Quote:
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Re: Balance Mod No Generators
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Considering that abysias are creatures of molten lava, I think having some familiarity with earth is reasonable. Can someone run a test for me? If you give a unit a gemprod value of -1 does it work? I'd like to give abysia an alchemist unit that has the additional ability of consuming fire gems and creating earth gems. I do think that the scorpion men are too high in level, and will look at the cost. |
Re: Balance Mod No Generators
Ok, so I have to clean up the descriptions, balance check, and add strabo's new sprites (thanks strabo)!
But I am pretty pleased with the result. Try it out! I view agartha (especially ma argatha) as pretty weak. Load in this order: CBM 1.5 Balance No Gen BNoGenComp Balance Argatha No gen Comp adds some capability to replace the possibility of bloodstones. Balance argartha strengthes agartha slightly, and thematically. To whit: Since you are facile with constructs and do not eat, the death scale affects you less. Since you live underground, you are never subjected to extremes of cold - so your preference is heat +1. (Helps with points, and with cold blooded encumbrance) Your Water oracles are 25 cold res (again helping with cold fatigue) and your fire oracles are 25 fire res .. helping with heat fatigue. |
Re: Balance Mod No Generators
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Re: Balance Mod No Generators
Actually... Agartha should be immune to heat scale. I mean, at all. In the underground caves, its always about +10 Celsium or so, even when its -30 on the surface. Logically, same applies to extreme heat; temperature just doesnt change in the underground tunnels.
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Re: Balance Mod No Generators
That would make sense if all provinces with agarthans in were caves and we were talking about a world without powerful fields generated by godlike beings which flow through provinces changing their very nature.
But yeah, perhaps caves should always have netural heat scale. Still wouldn't make much difference to agartha. And I'd prefer to darkness bug was fixed first. |
Re: Balance Mod No Generators
Well you could have a site in caves that spawned 1 hp units every turn.. that autocast darkness in combat....
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Re: Balance Mod No Generators
Anyway...
The compensation package is finished. Agartha, Abysia, and oceania have a module BNoGenComp, so that you can give compensation for these nations if you run with no generators. These nations only got compensation, as it was thought they were especially poorly affected. I am still awaiting sprites... but I'd like feedback in the interrim. |
Re: Balance Mod No Generators
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Re: Balance Mod No Generators
Yomi update done. And it looks nice, thanks to Strabo!
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