Quote:
Originally Posted by Lurker_at_Threshold
I played a test game using a duel bless strategy (astral, water) which works amazingly well with the Dervishes. However in doing so I noticed something that is extremely broken. Base scimitars are magical and have a length of 7. Somehow I don't think dervishes are carrying two swords longer than pikes into combat. All things considered Dervishes seem to be a very good recruit everywhere sacred, that synchronizes well with the air buffing spells and the capital only H3 priests. The basic archers are nice and cheap, and equipped with flaming arrow potential, and the elite infantry is very capable of holding a line.
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Thanks for input.
I'd say scimitars being length 7 and magical would be some kind of a problem with other mods not synchronizing with this one. I changed the ids today to ones that should work better. I mean, I just checked and they're damage 5, att 1, def 1, length 2
I'm afraid dervishes are too good for the price, but they should die rather easily in early game to about any type of archers. With robes as only armor it's really easy to get them killed to indies without a high air bless or buff spells. That said, storm and arrow fend will make them far more survivable. Dervishes might get a minor price increase, but in the end while they're better than serpent dancers of EA C'tis (two weapons, berserk), they aren't world breakingly better. Then again I'm afraid the prices aren't too well balanced on most units apart from the basic infantry
The elite infantry, Mubarizun, might become limited to capital only.
Camel troops' animal awe is also making me nerveous, though it is very situational.