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Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
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Anyway the marignon strategy (tm) is far less powerful when hoarding is allowed. But Soapy and I are sure that this game will go to the nation who is most able to hide in the background and hoard like nuts. But I'm a belligerent *** so I'm not going to do that http://forum.shrapnelgames.com/images/smilies/happy.gif It will be my undoing. BTW: Ulm is *s00pa* in this mod. Wowzie. As is Atlantis. |
Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
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Other than that, I'm with Panther in that you can certainly start taking indies with a suitable pretender from turn 2 onwards on indies 9 - turn 1, even, in certain cases. Also, assassins are a very potent means of expansion for the nations that have them, especially on high indie settings. |
Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
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As for Caelum - the troop lineup was toned down, IMO, in that magical weapons and flight no longer came "free." Their scouts became more expensive too. The only units that dropped in price were: Archers, who are essentially unarmored and unshielded and therefore die easily to anything (even soulless or 4g slingers) and also get -1 morale; and Wingless, who are capitol-only and thus compete with Temple Guards for resources, and are hard to use with other Caelian units because they can't fly. I'm fairly certain that Caelum was reduced in power, not boosted; considering that the gold cost of the Caelian Archer was dropped by 10% while indy unarmored archers were dropped by 25%, even that unit was weakened in the context of the mod. The only area where Caelum was empowered was in food, as the mod's 60% supply increase is very handy to Caelum (and Jotunheim and Ryleh, for that matter). Both nations seem (to me) to still be stronger than average, and I think only the "nerf factor" prevents people from jumping on them like in unmodded games http://forum.shrapnelgames.com/images/smilies/happy.gif But I'll be watching closely to see if I'm wrong... |
Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
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It was definitely a blast fighing everybody at once, especially after Cohen gave me nearly 1000 gems right before he died. I surprised the heck out of Ulm with my mass summoning when he thought me mostly dead and gone. The only thing I regreted was that I killed only 80 or so Abysian devils before I died. http://forum.shrapnelgames.com/images/smilies/happy.gif You did have a very nice victory in that game, Jurri, using the (heavily nerfed) Soul Contract strategy. I was indeed impressed with the power of the soul contracts after seeing it used against me. |
Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
And good thing too that Soul Contracts were nerfed, for it would have been silly beyond words otherwise.
But so as not to hijack the thread for a trip down the memory lane (the game was great fun until the nosedive of an end, though), aren't you guys really not going to remove clams and such? Pretty hardcore! Hey, the next time you (=someone) feel like hosting a massive game, why not the world war scenario with some sensible victory condition? I always wanted to try that one. |
Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
So Panther & Jurri - - - you're not joining this game? Just talking about it?
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Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
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As for Pythium's cheap communicants IIRC they cost 60 gold in the mod. That's actually quite expensive. A 1S caster should cost slightly less than 60 gold if it has no special abilities and communicants are in many ways less useful than a 1S caster. I still love communion though. It can be frighteningly powerful. I thought that at 1st you had made communicants 40 gold and thurges 180 gold which I think would have been a decent deal for Pythium. I don't know where I got that crazy thought from though. Quote:
One question: Did you Nerf pangaea's White Centaurs over your 1st version? A quick glance still shows the light lance ( did they have that in the stock game ) and decent stats? I thought that many people had been ( rightly ) overrun by these guys in your 1st test game. I don't expect them to be as big of a factor in a Faerun game ( although as his nearest neighbor I may be eating those words! ). |
Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
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Plus, I am not getting in any more games until after my trip to France. And maybe Dom 3 will be out by then and Dom 2 is history. |
Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
When do we expect Dom 3 to be out?
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Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
Soapy asked me if we want to play with an anti-hoard mod. Me + Aku didn't plan to hoard in this game (it is hard to believe i know http://forum.shrapnelgames.com/image...es/biggrin.gif) so we didn't think on the issue cause we thought without wish hoarding is not such a big deal. Now giving it a closer thought it is though: A clamhoarder could cast Arcane Nexus and get insane amounts of further gems and then just spam hordes of mech men or banelord thugs etc.. Though not as nasty as hoarding + wishing still quite nasty.
I would personally like to play with an anti-hoard mod also. So please everybody post what you want and as soon as we have a simple majority (9 of 17 players) we will play with this setup. P.S.: Huzurdaddi i gave you atm the claim for both caelum and marignon cause i guess you would rather play caelum if we chose to play without an anti-hoard mod and marignon vice versa so that you can decide then http://forum.shrapnelgames.com/images/smilies/happy.gif Edit: Aku suggested that we could disable the forge of ancients. Imho this would be an interesting idea. Without forge we could leave blood stones as they are and would only need to slightly balance clams and fever fetishes. So the above poll is obsolete and we start a new one: Question 1: Disable Forge of Ancients? Question 2: Which Hoard items should be nerfed? |
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