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Re: Tourmaline - Mod Nations Game
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But it all depends on the competition. Against vanilla MA I think they're OP; against Stygia, no. |
Re: Tourmaline - Mod Nations Game
Itza is indeed very good, but keep in mind that the trampler is 300 gp, the sacreds are going to be cap only in this version, and that their non cap mainline mage is 650 gp, with the cap only one being 850! I do worry though for Haida Gwai and maybe Arga and Alugra. I have no idea about Alchera.
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Re: Tourmaline - Mod Nations Game
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Well, the only two units stygia has that get that soulslay attack are a mage and a hero. The mage is hardly terrifying with its 9 hp and dreadful combat stats. The hero, well, he's a bit meaner. What has 34+ defense? I looked through the .dm file and saw nothing with stats so high. Anyway, my personal feeling is that stygia is kind of ermor lite early in the game, eventually getting some nasty unique summons that heavily entice other players to cast Well of Misery so they can't have it ;) And trust me, there are plenty of death nations in this game who have good reason to pursue that well. We'll have to see how the game plays out, but I think there will be plenty of work ahead for stygia if he wants to win this game. Same with me :) |
Re: Tourmaline - Mod Nations Game
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Re: Tourmaline - Mod Nations Game
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Re: Tourmaline - Mod Nations Game
Sombre is quite careful with balance. I honestly think Itza is not crazy. The sheer expense of producing the Slann makes it hard to produce them in any numbers, and having done so they're surprisingly un-useful. Very hard to boost you see (no slots), so they're terrible ritual casters. In battle they're okay but you'll never has very many, so frankly I would generally be more scared of say Marignon's fire mages. Also if you want a second or third fort to churn out skink priests (which you do) they cost a whopping 2300 gold before you can make the priests, and take 6 turns to put up.
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Re: Tourmaline - Mod Nations Game
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Alugra, my precious baby, is in! Oh, the happy day! (The nation was somewhat designed with MP in mind, so I'm glad it's in) Just wanted to tell everyone that the Alugra nation mod makes some global changes*. They're not that crucial and Rdonj can remove them if he so wishes. * Alugra adds a new (very weak) forgeable fire magic item: Hellfire Bracers. It also boosts the "Brigand Lair" common blood site and changes the names of some astral were for thematic reasons. |
Re: Tourmaline - Mod Nations Game
I'm not worried about the changes alugra makes. Thanks for pointing that out though, I'd forgotten about those.
I don't suppose you'd like to take a crack at the game, burnsaber? You do seem a bit busy with other games though. |
Re: Tourmaline - Mod Nations Game
The same invitation is extended to llama of course, but I have the feeling if you're popping in that many times without signing up, you're not gonna :P
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Re: Tourmaline - Mod Nations Game
Thanks for the invitation, but I'll have to decline. Althought I'm absolutely tempted to play Ulm Reborn, I have a bit too much on my plate right now.
But I'll keep very close eye to this thread. You know, just for the far-out chance that someone mentions something about Alugra. Oh, you'll probably have to off the CPCS dream. No way you are going to get them to fit with so many national spells. Unless you are willing to override 78 vanilla national spells. Also remember that the llama's mod combiner script doesn't take into account magic site recruitables, so you'll have to set capital only troops (and the Alugran change to Bringand Lair) by hand. Also if you hit the spell limit, you can overwrite vanilla national spells to get more spell slots, but llamaserver had some problem with that, if I recall the Unsanity-drama correctly. |
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