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Old November 17th, 2008, 10:04 PM
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Darkwind Darkwind is offline
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Default Re: New Nation: Dragons, Magic Incarnate UPDATE

I haven't played this mod (I should probably get around to that, and finishing my little review of the Orks (I still haven't fixed the crippling Ork bug in my copy so I can't really continue until I do), and starting another nation), but I hear the phrase (paraphrased) "one turn of recruits can steamroll most indies". Can I suggest, as well as maybe cutting back on the strength of the units a little bit, increasing the cost? Dragons aren't liable to join a war for very little, considering they're powerful enough in their own right (every dragon could become a god, why die in another god's service?). Dragons should (in my mind, at least; not sure about Aezeal's) be a tiny, tiny force with an incredible amount of power. Sure, you might rely on recruitables for a while, but I suggest making the summons (thugs and SCs mostly, if not totally) so strong, one eventually just drops them, to conserve gold from the upkeep said dragons will require, being dragons.

Not sure how true this is currently, though. And, like I said, I haven't played this mod, so I guess it's sort of like a person blind from birth talking about how his favorite color is blue (no, yellow!).
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