View Single Post
  #24  
Old June 1st, 2009, 10:26 AM

Zeldor Zeldor is offline
General
 
Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
Zeldor is on a distinguished road
Default Re: OEM - Oceania Enchanment mod v0.7

Problems with uw playing are:
1. It's a blitz game, mid and late game performance of a nation does not matter, as you have 2-3 provs between your caps and war is over withint 15 turns max. No room for fancy tactics, just brutal power + luck. So awake pretender + stronger troops. That's why Atlantis sucks [+ no N for them + pathetic magic diversity]
2. Temp scales don't matter, you just take Cold3, which is stupid.
3. Free forts for OCeania [no N for Atlantis, dunno about R'lyeh].
4. Extremely pathetic indie mages with almost no magic diversity, so you are stuck with paths from your pretender [and you usually need him awake, so much less].
5. Really low admin in forts, hard to make resource heavy troops [which usually suck anyway].
6. Too hard to get on land, too hard to get into water. It's liek 2 separate games, but one is without winner.
7. Too many nations have really really really really bad heroes. Does any water nation get anything decent? I think that some heroes should be totally removed or replaced with much stronger version [I think C'tis is best example, when 'hero' means just a weak guy with no magic and just Valor bonus].
8. Movement - some should really have mapmove 2 uw. Probably just a small part, but we all know that fish and squids can get really good speed. So Krakens could do so here too. And that stupid 'feature' of reduced movement for flying units uw.
__________________
谋事在人,成事在天。

LA Agartha guide
Reply With Quote
The Following User Says Thank You to Zeldor For This Useful Post: