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-   -   Nation Mod Release: Gollarn (latest version) (http://forum.shrapnelgames.com/showthread.php?t=23159)

Scott Hebert March 25th, 2005 05:06 PM

Re: Nation Mod Release: Gollarn
 
Er, do you mind if I ask what the tweaks are?

quantum_mechani March 25th, 2005 05:27 PM

Re: Nation Mod Release: Gollarn
 
Quote:

Scott Hebert said:
Er, do you mind if I ask what the tweaks are?

*immobile, cheaper trappers

*better att/def on many units

*lower stealth on assassins

*clayformer 10 gold less

Scott Hebert March 25th, 2005 05:28 PM

Re: Nation Mod Release: Gollarn
 
Grr. I liked the trappers mobile. http://forum.shrapnelgames.com/images/smilies/frown.gif

quantum_mechani March 25th, 2005 09:10 PM

Re: Nation Mod Release: Gollarn
 
Quote:

Scott Hebert said:
Grr. I liked the trappers mobile. http://forum.shrapnelgames.com/images/smilies/frown.gif

I could not think of another way to keep them from displacing the roles of gollarn guards and raiders.

Scott Hebert March 25th, 2005 09:12 PM

Re: Nation Mod Release: Gollarn
 
I guess. It's a hard task.

Of course, I find them all displaced by the Mind Enslaver. http://forum.shrapnelgames.com/images/smilies/happy.gif

quantum_mechani March 25th, 2005 09:54 PM

Re: Nation Mod Release: Gollarn
 
Quote:

Scott Hebert said:
I guess. It's a hard task.

Of course, I find them all displaced by the Mind Enslaver. http://forum.shrapnelgames.com/images/smilies/happy.gif

While they are quite usefull, it takes time to build up enough of them that only they and their thralls are needed for expanding. And if you continue to focus on them instead of mages throughout the game, other players will not have much of a problem fighting you. I would certainly consider a price raise though, if they seem too much in MP.

The_Tauren13 March 25th, 2005 09:58 PM

Re: Nation Mod Release: Gollarn
 
I dont think the spirit walker is unbalanced, simply because he is a commander. You are limited to one per turn, and only that to the exclusion of any other mages.

quantum_mechani March 25th, 2005 10:02 PM

Re: Nation Mod Release: Gollarn
 
Quote:

The_Tauren13 said:
I dont think the spirit walker is unbalanced, simply because he is a commander. You are limited to one per turn, and only that to the exclusion of any other mages.

You can always put down another fort and temple. Still, I'm not sure if they are any worse than, say, Pythium's communicants.

Endoperez March 26th, 2005 07:13 AM

Re: Nation Mod Release: Gollarn
 
Do Spirit Walkers cost as much upkeep in their Spirit form as they do in their normal form? I seem to recall it didn't have the buyable form's gold cost in some version, but I'm not sure anymore.

quantum_mechani March 26th, 2005 01:04 PM

Re: Nation Mod Release: Gollarn
 
Quote:

Endoperez said:
Do Spirit Walkers cost as much upkeep in their Spirit form as they do in their normal form? I seem to recall it didn't have the buyable form's gold cost in some version, but I'm not sure anymore.

No, I think both have always had the same gold cost.


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