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  #31  
Old January 19th, 2010, 10:28 PM

pyg pyg is offline
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Default Re: Blood Red (recruiting - last call)

Test mod #2, includes Skaven and Eriu.
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  #32  
Old January 19th, 2010, 11:10 PM

LoloMo LoloMo is offline
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Default Re: Blood Red (recruiting - last call)

You didn't put in Sanguinia

Oh wait, Sanguinia isn't in the roster!
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  #33  
Old January 19th, 2010, 11:50 PM
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Baalz Baalz is offline
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Default Re: Blood Red (closed - setting up)

Alright, I'll call it closed at 10 nations. Anybody want to nominate a map? Thanks for putting it all together Pyg!
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  #34  
Old January 20th, 2010, 01:05 AM

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Default Re: Blood Red (closed - setting up)

Urraparand, Sharivar, Parganos, and Rim of Darkness come to mind as possible candidates. RoD might need some balancing though, and I haven't actually played Urraparand in an MP game.
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  #35  
Old January 20th, 2010, 09:35 AM
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Default Re: Blood Red (closed - setting up)

I've played Urraparand in MP a few times, and I like the map a great deal. However, you absolutely HAVE to have fixed starts...or its bound to be a short game for someone.
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  #36  
Old January 20th, 2010, 05:22 PM

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Default Re: Blood Red (closed - setting up)

I will watch this game with interest.
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  #37  
Old January 20th, 2010, 06:20 PM
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Gregstrom Gregstrom is offline
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Default Re: Blood Red (recruiting)

Quote:
Originally Posted by Baalz View Post
On the dragon scale, I don't know...as it is it's superior to the dragon scale mail which takes constr-6 research and 10 gems (minus the elemental resistance). Its clearly superior to every other non-forged armor in the game - it may need to be dialed back a bit even with a resource bump.
Aha! I spotted what's happened here. CBM 1.6 bumps forged dragon scale armour up to 17 prot, making it rather nifty. That's not great for Themiskyra's balance, of course.

I'll create an armour type called 'Dragonscale Hauberk', and give that the expected values of 15/-1/1 and an appropriate resource cost. I could even give Amazon infantry something like 'Dragonscale Cuirass' with 13/-1/1... but that's a different issue.
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  #38  
Old January 21st, 2010, 12:02 PM
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Default Re: Blood Red (closed - setting up)

Quote:
Originally Posted by Aethyr View Post
I've played Urraparand in MP a few times, and I like the map a great deal. However, you absolutely HAVE to have fixed starts...or its bound to be a short game for someone.
I've no objections if you want to put in the changes.
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  #39  
Old January 21st, 2010, 02:52 PM
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Default Re: Blood Red (closed - setting up)

Hmmm, watching them in action I've got some stronger concerns about Themiskyra being balanced against other nations. Masses of strong sacreds are very tough, and combine their great defense with good protection, good offense and their sacreds are not only recruit anywhere, but also pretty affordable. Compare to some of the other really good recruit anywhere sacreds. There are really only a few and they're well known for being powerhouses.

Mictlan Jaguar warriors. Low defense & protection means there are lots of decent counters.

Lanka Kalu-mukha. 60% more expensive than jade maidens. Only 1 attack. Lower protection. Vastly lower defense.

Hmmm, I can't think of any other top notch recruit anywhere sacreds off the top of my head. You can't really compare cap only or indie recruits because of how powerful critical mass is - 20+ high defense sacreds are all but invincible in melee as they've got friends to their left and right. When you can have several (all of your) armies like that its a bit out of line with other nations. When you add on the strategic flexibility of having a bunch of very different top notch sacreds available so you can fly, sneak, overwhelm with fear or go with the cheap guys (you can get 2 jade maidens and some change for the price of a Van)... it just seems quite a bit too much.

What do other people playing think? I'm willing to allow it if I'm the only one who thinks this.
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  #40  
Old January 21st, 2010, 03:17 PM

Alpine Joe Alpine Joe is offline
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Default Re: Blood Red (closed - setting up)

Looking at Themiskra, I agree that their sacreds seem a little ridiculous. However the other mod nations in this game all have some pretty effective strategies as well. i say leave them as is, but everyone be aware of how strong they can be.
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