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Re: Holy War 0.8 - Minor update
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Well, I'm not too worried about Ermors or LA C'tis. No matter what I do, priests cannot research, forge items or cast globals. Eventually they will have to give way to the mages. Since every national priest you recruit is one mage less, there is a major opportunity cost involved. Quote:
"Lack of recruitable indy priests" -> Well sort of. But don't dismiss priest initiates immediately, they cast blessing at the start of combat, which is only way to get your guys blessed before the defender begins (to get twist fate from S9 bless, for example). Yeah, some sites definately affect my fort placement. Templar Monastery (Templars! Templars!)/ Distant Holy site (Battle Pilgrims are suprisingly solid infantry)/ Church of Penance (Penitents are solid). One thing I've been wondering is the Pilgrims (probably the most common recruit in the mod). Are they usable? Currently they're just buffed militia (survivals, ap2, good morale, medicore def), is anyone suing them? If they're too weak, I could probably justify Sticks and Stones on them (if I were to up the cost of course too). |
Re: Holy War 0.8 - Minor update
Ooh, Chastise vs. elephants :D. It's rather a good countermeasure to the elephant rush, now I've thought about it.
I quite like pilgrims as chaff, as it happens. They feel a lot more solid than militia. I agree with you over Penitents, and am happy if they turn up on a site. I hadn't thought of the #onebattlespell virtues of priest initiates. They add to the value of an S bless in the late game, as a partial antidote to turn 1 Master Enslave. Your monks with the 2 Chi Kicks have an awesome defence score, by the way. 24 or so, IIRC. |
Re: Holy War 0.8 - Minor update
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Re: Holy War 0.8 - Minor update
Hrm. They have Chi Kick twice as #weapons...
(searches mod files) ...and CBM 1.5 gives Chi Kick +4 defence. That would cover it. |
Re: Holy War 0.8 - Minor update
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Thanks for seeing the trouble of figuring out the problem! |
Re: Holy War 0.8 - Minor update
Glad to help, especially with the mods I enjoy playing. :)
Besides, it kinda goes with the whole Mod Compatibility Index thing. Btw, why not create a new kick weapon of your own? Regular kicks are a bit weak. |
Re: Holy War 0.8 - Minor update
Oh, that's a shame! I thought they were intentionally awesome. If they are going to be def 16 I think they are probably overpriced, having no protection. It's hard to fix that with a bless.
In any case, you should make your own chi kick rather than just using kick. It'd be a shame to lose the magic weapon status on it. |
Re: Holy War 0.8 - Minor update
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So I really hate to make single weapon for just one unit. But I guess I could justify it now. I'll probably give them "Rock Punch" or something with "Stun" as secondaryeffect. That way, I could also fill the "Elemental quatro" of attacks on the Anointed Monk (he's from an uncommon site, so you've probably haven't seen him) Quote:
I really don't want to go overboard with thier defense, since their two weaknessess can be easily overcome by 2 spells (Army of Lead/Gold + Arrow Fend). |
Re: Holy War 0.8 - Minor update
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Re: Holy War 0.8 - Minor update
You can't give a guy with a quarterstaff a punch. I object. Kicks are all good.
I don't think there's much of a shortage of weapon, amrour and monster slots is there? Spell slots seem to be the problem I think. I'm going to plea to JK to give us more spell slots when I get a chance. |
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