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.
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