Thread: Mod New Nation: Dreamers
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Old October 24th, 2008, 07:39 AM

rdonj rdonj is offline
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Default Re: New Nation: Dreamers

I don't know... I tried it out but I don't feel like I'm qualified to give feedback on your mods. Usually I find I struggle very hard with them where I would normally do much better, and yet many people say your mod nations tend to be very overpowered. This is the first one I've played where I feel it really is overpowered, but at the same time it's got to be the least magically diverse nation ever conceived. The troops can be frustratingly useless at times, but then I realized you have 25 gold h2 priests that can lead as many troops as most of your commanders and began teleporting dreamers to provinces where I had to do a lot of killing and that problem disappeared. I have lots of sp experience but very little mp experience, so while I can say pretty certainly that it's a hideously strong nation against vanilla nations in sp, I don't really know enough to say whether they'd remain that way otherwise.

They do have a very hard time making decent thugs, but on the other hand you almost don't need them if you keep a few dreams of holy protection with your armies. I haven't tested out all the spells and abilities... I'm familiar with some from the horror scourge mod and I don't have all the others in my game yet. I believe I was working toward being able to cast the rift when I stopped. I was basically at war with the entire world at once and the war was going very slowly as I had a lot of ground to cover and had been using my resources very inefficiently for much of the game.
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