Re: New Game: Mods over Europe (recruiting players
As for Hoburgs,.... you have to understand that when we looked at Hoburg Kingdom for the last mod game, the thing seemed overpowered as hell in the early game - it could simply crank out a wall of cheap crossbows with excellent stats that would shoot you to pieces, then when you got to meleee you couldn't even hurt the buggers, since they had solid protection plus abnormal defence values. They even had mr 14 on their troops, they had a commander who could summon allies and way too many of them,...
Basically they would be no fun to start next to, even if their late game was highly suspect.
So now I've nerfed them, but if I've done it right, they should still be pretty scary in the early game. If not, well I'll un-nerf them some. I didn't want to give more magic to a nation which we had decided was basically overpowered though.
Hoburg Alliance SE on the other hand, seemed ok/weakish in balance. They actually have pretty decent mages and research prospects, they can still mass crossbows, they still have fun and effective hog cavalry etc. Overall I just tweaked them, now I think they should be fairly balanced. I certainly wouldn't go thinking hoburgs are worse just becuase they're hoburgs - their crossbows are just as good as those of regular troops (even better with their prec) and the price is lower. They also get slightly discounted commanders, priests and mages.
I appreciate it when people make specific balance suggestions, or bring my attention to specific units that might be a problem, so please go ahead.
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