
June 19th, 2004, 11:43 PM
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Sergeant
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Join Date: Apr 2004
Posts: 229
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Re: Golden Age Arcoscephale
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Meanwhile, the research bonus, the mages, the skeptics, the healers, etc., are also great things that can really help out when used well.
If there are several players who haven't figured out how to use something effectively, by all means try mods to make them better. But with players who know how to use the old Versions, they may end up being overpowered, and after the players who didn't know, get some experience, they may start to learn the subtler tricks too.
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I'll try not to bristle at being painted as a novice Arcoscophile player =). Arcoscophile is my race of choice, and I've played both it and golden era extensively. While players such as Zen have rightly pointed out that the mystic is a very good support mage, that fact does not override the fact that the golden era units are far inferior to the standard arcoscophile army.
No one is saying that Golden Era is unplayable. What most people will agree with is that the units are, when taken as a whole, inferior to the vannila troops, and therefore there is little incentive to use the theme, save for personal interest. If indeed the idea is for players to use less swords and more sorcery, then why take away the astrologer? With the astrologer goes the little blood and death magic that arcoscophile had. That may seem insignificant at first, but having no access to death magic at all really sucks. The earth summons are strictly second-tier to blood and death, and mystics aren't exactly the most efficient mages to use for elemental summons anyway. Don't forget that you are going to need a serious combat pretender to make up for your early military weaknesses.
The wind riders are devestating in numbers, but the fact is that they are extremely expensive. Yes, a force of 20 will destroy any back row, but that's 2500 gold! Surely there are better ways to spend 2500 gold than on 20 fragile fliers.
What I believe the awe ability does is enable players to use wind riders in smaller numbers. Massed wind riders is a losing strategy, even with a strong bless effect and awe. The awe ability reduces the attrition rate of wind riders against both independands and meleeing archers. Having tested the mod for about a day, I've decided I really like the results thus far. I wasn't as pleased with the "improved" wind lord. Most of the points Zen made were correct. He's basicly a flying Vanadrott, which made him far more effective than 3-4 regular riders. I'll probably restore his cost and remove the air magic in the final Version of the mod.
[ June 19, 2004, 23:17: Message edited by: Blitz ]
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