Re: map problem
I guess we disagree on basic principles.
For example, I do not think that the way to balance a race that is strong early,
and weak late, is to give them 3-5 thugs per turn since turn 1. The Ulm summons
have no counter at least until turn 15. None. Ninety percent of the nations
have nothing that can touch them. Ultra high defense, insane protection,
respectable attack, ridiculously low encumberance. They group well, they swarm,
they do not tire. They can destroy ten times their number of anything but
knights, as bodyguards they can negate assassins, and they can easily swarm
any supercombatant. Ulm never had a problem expanding early. Now, once they
make contact, all they have to do is send the 15-20 summons towards the enemy.
NOTHING can stop them. You have ruined the game for Ulm's early victims. If
the Ulm player knows what he is doing, his neighbors stand no chance. Only
Mictlan with a fire bless and his doubled jaguar warriors will have a prayer.
Of course, he will be probably raping his own victims. Once again, you have
given a GREAT early expander a boost. Can you please explain to me what
enjoyment an Ulm neighbor will derive from this game, when he is faced with
twenty thugs on turn 6?
The black treant is scary early, but he will be unstoppable late. I guess
you did not understand what I meant. Defense means little when you are swarmed.
You gave him earth (protection, reinvigoration, magic res), death (soul vortex),
and nature (regeneration) With his high HPs, he becomes unkillable. Petrify
may kill him and will freeze him, but the soul vortex and invulnerability will
keep him alive. Oh, I know ways of hurting him, but he is just out of this
world. In Dominions treants DO NOT MOVE except through fairy trod! We have
Conjuration 8 unique summons which PALE compared to your turn 1 superhero.
EDN is just a scary combo.
I do not know Turin. He was not one of the top players in Dominion II when I
considered myself one (I won the first FFA tournament, resigned the solo
final against Norfleet when I became convinced that he had cheated, and had won
five 6+ player games in a row before I quit) I do not understand how he can
consider owerpowered a virtue-wanna-be that becomes obsolete at Conjuration 6,
and which needs support before Construction 4. As for insane stats, may I say
HUH? You gave humans attack 15/defense 17, and you left her at 14/14. You gave
the Arco hero 72 hps (elephant) and left him with human slots. You gave Ulm
summons such that three turns worth can shred her. You gave nearly everyone
else artifact level toys and multiple attacks, and left her with a flambeau.
You gave everyfrickingone magic resistance 16+ (usually 18). Her only strength
are her hps, and they are nothing to write home about.
Once again I will recap my problems with your mod. It is a fun way to add a
lot of flavor to single player, when you want an epic struggle against impossible
AIs. But in multiplayer, you have given two of the best early expanders a
great EARLY boost, and have given at least two nations a second pretender class
toy. Other nations have received thematic heroes that give flavor, but only
enhance existing strengths, for example, Marignon. If Tien Chi has been
toned down, I do not want to know what he used to be. And worst of all, many
heroes/summons have stats and items that make no sense in the world of Dominions.
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