Re: MOD: Sidhe War Godess (Man - Last of Tuatha) - please test
Well I just played the first 15 turns... she's definitely a better combatant, and putting stealth back in is obviously a thematically good thing.
She's fun, though it would be more aesthetically appropriate I think if the skull necklace got replaced once you filled your final misc slot. Dunno if this is nontrivial.
The problem (if any) is... Man has very few nation points to play with. The sidhe theme is mostly about bless effects. It also forces you to take magic/luck+1 and 1/1/1
The arithmetic suggests that you simply don't have room for significant extra magic on the expensive base pretender.
t1/p3/temp0/g3/L1/m1 castle gives you 9 points to play with.... i.e. 2/1/1. Not sure if EWN makes sense as the base paths. Fire? and No Air?
Efficient in combat to be sure, but perhaps implausible as sidhe alpha babe.
I doubt anyone would play the sidhe theme over the default man, just because the without the bless effects (crunch courtesy of the luck 1) the sacreds aren't that interesting, and the sidhe mages are a *bit* more expensive.
So I think the mod is fun, quite well done... and very unlikely to be usuable in MP... for sidhe at least.
I'm not really sure how to fix this, because she is such a good pretender that she shouldn't cost any less. Maybe if one were playing a modded game with more than 500 base points. (Is this possible yet?) Either that or cut the base cost and take the paths down to 2 or 1 or even none, even though that hurts her out-of the-box SC potential considerably.
I like it a lot. But not using the sidhe.
Rabe the Third Skull from the Top
[ February 25, 2004, 13:48: Message edited by: rabelais ]
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