View Single Post
  #8  
Old December 2nd, 2006, 11:22 PM

upstreamedge upstreamedge is offline
Corporal
 
Join Date: Oct 2006
Posts: 104
Thanks: 0
Thanked 0 Times in 0 Posts
upstreamedge is on a distinguished road
Default Re: New Nation: Kharam Dzu

I have been playing around with this mod a lot recently and I thought I would give some feedback.

First are good things: To begin with the core idea is super awesome. I mean, dwarf pirates??? I love the national heroes, your idea to make a couple of immobile ones was great! I like your unit concepts allot, they fit in very well with the theme and are fun to use. I think the art is very good as well, and basically it is just a high quality mod.

This does not mean it is perfect, and personally I found it to be slightly unbalanced. These are the things I noted, and I offer my suggestions below

Chaplains- are very very very strong. for 150g and 3r you get a mage that gets 2 random picks in fire earth or death, this alone is not overpowered but the fact that they are level two priests makes them REALLY good. I think that having the chaplain be such a good priest takes away from the pirate flavor. My feelings on this would be to either make the chaplain holy 1, or to make a new holy 1 priest and bump the chaplain up in cost, or to take away the chaplain's magic and create a new dwarf mage unit.

Angel Killers- I think these are over powered because their sword is armor piercing, I think flavor wise it would make more sense to make the weapon magic. I also would increase gold cost by about 5.

buccaneers- since dwarves are size 1 and 5 of them fit into a square the berserk 2 is devastating, I would bring it to berserk 1

balloonist- 1 air and 1 astral gem a turn seems a little much, I would do air only.

overall- I think I would replace death magic with air magic for a more consistent flavor.
Reply With Quote