Re: Mod Project, request from resume of ideas.
I disagree with the vision "magocracy" so cheaper mages.
Same for Pythium ... a "magic-theocracy" doesn't means Pythium should have the best prices mage-priests.
Magocracy = Mages everywhere.
This is fine.
Caelumnian mages have been raised in cost (both).
Pythium Theur have been raised.
Ulm is a Military Nation ... sadly troops after turn XX (depending on settings) become useless for damage purposal.
Meanwhile Caelum mages are damn good always.
For pricing I consider their overrall effectiveness. Priestly power doesn't give Research Points. And has a limited range of spells, and no forging at all. Priestly Level will become soon useless, with troops.
Abysyan Anthemats aren't so good. It seems that everyone forgets about their Precision ... making them not so good combat mages, even if your troops are immune probably you'll miss enemy troops.
A Caelumnian Seraph is now 140 gold. Why? It's non capitol only. A2W1 is a good magic combo, quickness + lightning/frozen heart or false horror spam. + Cloud Trapeze. Neatly superior to ie a Warlock Apprentice. Fire Resistance is compared to Cold Resistance. Better hp compared to superior precision, and the Caelumnian guy flies.
I've changed too the Marignon Gran Master (to 250 gold).
The Serpent King (the guy with 4 priestly level) bringing him down of price to 180 too.
Now I don't recall exactly, but I'll make a readme before I release something more there.
However this post (and my mod too) lacks of a full listing of all modifies.
And my Mod still lacks of testing.
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- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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