Re: Kingdom of Angmar - Version 0.5 available
Hey, thanks for the honest assessment. My initial goal was definitely to capture the feel of Angmar before going into the balancing. I have some things I want to add to the mod before I really start to weigh options against those of other nations.
National summons are likely to be a big part of making the nation a bit better, since I intend to give a few levels of thugable commanders. I think in the current version, the Rhudaur Shamen have a base research of 2, but at that cost, I'll probably up that to 3, which should be a pretty big difference.
Is there any specific problem so far that the nation really cannot face against? Against early tramplers, the trolls in the PD work wonders. They do ok against thugs, which is also true of the orcs and savages (assuming you use some shortbows to make your own guys berserk). It's true that I should probably increase the MR of most stuff in the nation. I just didn't really use other nations' numbers to guide what I put in for that.
The early game is great, and the late game has decent blood, strong death, and moderate astral. Those Gundabad Shamen are supposed to be very good blood hunters, so even with only recruiting them at the capital, you should be able to turn them into a respectable income. Getting the odd booster is a suitable role for the Witch King and pretender god, which allow your mages to cast some summons for variety (otherwise, devils are pretty much the staple). Devils are probably strong enough to bring you past the mid-game. The thugs will offer some other options, though. I mean, yeah, their mages aren't top-tier battle casters, but you should be able to push through into the late game after some effort, and once you get there, things shouldn't be too bad.
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