![]() |
Re: So far what nations look strong... and weak?
Quote:
|
Re: So far what nations look strong... and weak?
Maybe a helmet or something. And not "Mind Hunt" immunity, or even more early supercombatants would surface, but perhaps a 6 Construction item that requires a certain amount before you could use it. Say Astral 3. Or you resist a mindhunt, but it has a chance to cause an affliction based on ... something. Totally negating mind hunt with an item IMO would be counterbalancing.
|
Re: So far what nations look strong... and weak?
A Magic Duel Immunity item seems too specific IMHO, but then a broader Astral Immunity item would be too much...
I'd be happier just tweaking Tien Chi's Celestial Masters so they had an extra Air magic rather than Astral. There are enough races with Astral magic as it is. IMHO this is more in theme with the elemental nature of Chinese Magic; letting CM's Cloud Trapeze is particularly apt -- isn't Chinese Mythology where the idea for the spell comes from? It would also make Tien Chi much more viable. IMHO even just removing their Astral skill would improve Celestial Masters. :-( |
Re: So far what nations look strong... and weak?
Quote:
I would suggest a Con 4 helmet, requiring astral 1 or 2, which blocked all use of Astral magic and provided defense versus mind duel - you turn off your own Astral and thus gain protection. Seems reasonable to me. cheers Keir (confusion over Marignon diablolic faith points edited out) [ November 21, 2003, 21:13: Message edited by: Keir Maxwell ] |
Re: So far what nations look strong... and weak?
Johan ... you were right.
You can't expand fast enough for the theme to work if you play anything but a short/fast game. Perhaps there could be a reworking that maybe population is eaten slower or that the good units (Like the Black Centaur and the Pans) were buildable everywhere. |
Re: So far what nations look strong... and weak?
Or maybe if lots of vinemen/ogres/mandragoras rise up in strong dominion, regardless of population... then the pop-killing thing with a growth scale would make sense=)
|
Re: So far what nations look strong... and weak?
Quote:
- Tweaking all nations mages so their weakness to magic duel is balanced in one or the other way. or - Making another item which has to balanced and adds another opportunity for micromanagement or - Tweak the spell to be more sensible. I vote for the third. It's unnecessary anyway - there aren't any duel spells with the other paths, so why should it be there for astral? Or to put it the other way 'round - a mage cannot target another mage, unless both know astral magic. All of a sudden both become big fat, not particularly fast moving targets ... . A. |
Re: So far what nations look strong... and weak?
Quote:
Frost Father Fire - 4 Water - 4 Earth - 4 Death - 4 Turmoil 1* Sloth 1 Growth 2 Luck 1 Magic 1* .. *preset Watchtower 1pt left ... makes interesting bless for Celestial "Ogers" and the mages... A. |
Re: So far what nations look strong... and weak?
> It's unnecessary anyway - there aren't any duel spells with the other paths, so why should it be there for astral?
Agreed. How's this for an agrument... Magic Duel is -NOT FUN-. I consider it a burden. It is added complexity that almost never makes the game better. At least in my opinion. Any other opinions? Does anyone out there ENJOY what magic duel brings to the game? This is perhaps the question that needs to be asked. |
Re: So far what nations look strong... and weak?
Apoger, if we drop out all things that people find -NOT FUN-, Dominions II gets pretty poor in the content.
|
All times are GMT -4. The time now is 04:02 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.