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May 8th, 2007, 09:16 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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Which nations need help?
I'm continuing to work on spells and I was wondering if people thought there were other nations that needed help?
My list of positions that need help already includes:
Marverni - EA
Ulm - EA MA
Ermor - EA
T'ien Ch'i - MA
Agartha - MA
I'll also be doing spells for other nations (especially nations like Machaka that are kind of underserved) - which, since they aren't intended to be useless, will still be a boost in power, but not a large one (or that's the idea).
Anyone else have any to add?
Llamabeast suggested that I move this to the main forum, so I did.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 8th, 2007, 10:31 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: Which nations need help?
Uhm, why did you leave LA Ulm out from that list?
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May 8th, 2007, 11:29 PM
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Second Lieutenant
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Join Date: Nov 2004
Posts: 449
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Re: Which nations need help?
Whichever one is being played by me.
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May 9th, 2007, 01:46 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Which nations need help?
LA Ulm has a very strong sacred unit.
LA Ulm has a wealth of national spells - including, for example, a national spell that lets you trade blood slaves for blood hunters. The count has become an utterly inferior thug, but it still worth it as a blood hunter.
They also get a unit-hordeing unit out of their capital.
I agree that LA Ulm is not an overwhelmingly strong position, but with their diversity of stuff they are perfectly competitive. Also, LA nations are generally not that fancy - seldom better than 2 picks in anything.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 9th, 2007, 04:59 AM
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Second Lieutenant
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Join Date: Oct 2003
Posts: 477
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Re: Which nations need help?
Middle T'ien Ch'i really isn't that bad.
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May 9th, 2007, 10:06 AM
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Sergeant
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Join Date: Dec 2006
Location: The wild barbaric north
Posts: 215
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Re: Which nations need help?
EA Ermor bad? has good melee troops for the early game access to a wide variety of magic and has a semi decent sacred. weaker than MA/LA maybe and not in the same class as the heims in EA certainly but to my mind one of the better nations to choose
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May 9th, 2007, 11:29 AM
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Major
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Join Date: Oct 2003
Location: Union, SC
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Re: Which nations need help?
Quote:
RonD said:
Whichever one is being played by me.
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HA! I bet I can lose to you while both hands aren't tied behind my back.
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Caduceus
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May 9th, 2007, 01:46 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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Re: Which nations need help?
I'd like to give R'lyeh the ability to become a blood position once it comes on land.
Mainly, this is for thematic reasons - if you've got cultists, they should be performing blood sacrifices. Duh.
This would involve national blood spells, and adding blood magic to some of the R'lyeh freespawns.
The other nation on which I'd like feedback is C'tis.
Is EA C'tis weak? I've never played it in multi-player. I honestly don't know.
MA C'tis is a very interesting nation. It seems to me that the chief weakness of MA C'tis is that they have a lot of trouble with magic diversification. But would MA C'tis be too powerful if they didn't have that limitation? The best workaround at present is to take 4N on your God so that you can place shrouds on diseased independent casters. This is expensive and non-optimal in a lot of respects.
I think the only thing LA C'tis needs is the ability to bless her undead, which my mod already enables. LA C'tis is already swimming with national magic in any case, and hardly needs more.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 9th, 2007, 02:16 PM
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BANNED USER
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Join Date: Nov 2006
Location: Chicago, IL, USA
Posts: 372
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Re: Which nations need help?
Thanks for including Marverni - EA, they are in the most need, IMHO
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May 9th, 2007, 02:58 PM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Which nations need help?
Quote:
DrPraetorious said:
The other nation on which I'd like feedback is C'tis.
Is EA C'tis weak? I've never played it in multi-player. I honestly don't know.
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I don't play MP, but at least in SP they are one of my favorite nations. Cheap sacred researchers, no need for a bless means it's easy to prioritize magic research. No real problems with expansion given Elite Warriors and Heavy Infantry. Easy access to skelly spam and later on Cloud of Death. Magic diversification is a bit of a problem at first, but C'tis has an easy time getting intelligent Tartarians with so many death and nature mages, and Unfrozen mages are an option sometimes too. I don't see C'tis as needing any help.
-Max
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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