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Re: Dud units / monsters / summons
I really would like to participate in a mega game! Please start one for us Gandalf. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Dud units / monsters / summons
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Re: Dud units / monsters / summons
I expect at those province numbers micro is no longer possible, or the turn timer is one turn per week or something. Learning to manage time would be very important.
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Re: Dud units / monsters / summons
I figured on the fast-game folks enjoying the early game. Its only 20 provinces per player if all of the nation slots are filled, 25 per if the known nations are filled (21+21+18 I think). Then when they start feeling the drag they might turn their nations over to the MM folks by arranging a replacement or asking for subs. Then later in the game if their nation got knocked down they might ask back into it when it has massive research.
Here is the mod if you want to try it solo. Playing ea Ulm against ma Ulm and la Ulm is fun also. http://www.dom3minions.com/RandomMaps/SingleAge.zip The scores.html would look something like this http://www.dom3minions.com/games/PvK...ia/scores.html altho I have made improvements such as naming the nations with their age so you can tell early Ulm from late Ulm, and giving the empty slots at the end some generic names. |
Re: Dud units / monsters / summons
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I only play SP, and I haven't ever actually played a game all the way to completion on a 250-province map, but scaleability is always at the back of my mind. I simply don't have any fun with a nation whose best mages are all capitol-only. The pending nerf to Svartalfs has completely turned me off Helheim, for instance. On the Silent Seas map, though, it wouldn't matter. -Max |
Re: Dud units / monsters / summons
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Re: Dud units / monsters / summons
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And themetically, Pythium is supposed to have lower calibre calvary then other nations. Their strength is their infantry. Still the Serpent Cataphracts are only slightly inferior, and if you are unable to mass up independent knights, I find your army is better with them then without them. There is just times when you need faster troops. If I was going to balance them I would simply give them one thing, swamp survival. (and i would consider a small poison resistance) I wouldn't want to change either their cost, or their stats, since the stats do seem to match there description. But swamp survial almost seems like something they should have, and would be enough to give them more of a use. QM, I am curious on your take on it. |
Re: Dud units / monsters / summons
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Re: Dud units / monsters / summons
Good point. Knights do tend to get targeted with all the spells. And it is hard to balance that. Technically it should be much harder to hit a fast moving knight with a lightning bolt, then a slow moving heavy infantry, but that isn't built into the game.
Still, knowing this it would be very hard for me not to build Serpent Cataphracts as Pythium, because the game is so much more fun with them. |
Re: Dud units / monsters / summons
In CB the cost of the Serpent Cataphracts is dropped considerably and I find they're useful but not overpowered. Before I would never have built many of them - they could be made slightly more interesting with swamp survival and a bit of poisen res though. Would make them more usable alongside hydras.
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