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August 22nd, 2010, 06:40 PM
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Private
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Join Date: Oct 2006
Posts: 34
Thanks: 1
Thanked 2 Times in 1 Post
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!
The Earth Cyclops isn't that exciting, but he is still really nice as a generic grunt type of thug, and the extra earth is nice for the rituals, army buffs (army of gold/lead anyone?) and forgings.
The spirit is probably a better choice for removal than the earth cyclops, as the spirit has fixed paths, not particularly good paths, awful stats (8 defense!) and no feet slot for earth boots/winged boots, and is extremely slow moving in battle.
So while the Earth Cyclops is superb flying raider, army buffer and generic thug, the spirit is more of a ... gnome lore caster, and inferior army buffer.
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August 22nd, 2010, 06:53 PM
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First Lieutenant
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Join Date: Jan 2010
Posts: 712
Thanks: 5
Thanked 40 Times in 32 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!
Valerius, Frozen Lama wrote a very nice guide on EA Abysia, showing how to turn away from their 1 trick pony image. I agree that EA Abysia is pretty strong, especially compared to the nation pool available, and yes I agree that TC doesn't belong here.
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August 22nd, 2010, 07:01 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!
Due to popular demand the earth cyclops is back! I'm going to basically copy Squirrelloid's monstrum spell from his balance mod and we'll make that a separate troop summon (the only differences being 12 gem cost instead of 10 and 200 HP instead of 232).
Action, interesting comments on the spirit. I can't say I've used them all that much. On paper it seems like they might be decent for crowd control if they cast soul vortex. I could give them a HP or regen boost to make them more like the EK since I've always thought their HP were on the low side compared to other tarts.
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August 22nd, 2010, 07:07 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!
Quote:
Originally Posted by 13lackGu4rd
Valerius, Frozen Lama wrote a very nice guide on EA Abysia, showing how to turn away from their 1 trick pony image. I agree that EA Abysia is pretty strong, especially compared to the nation pool available, and yes I agree that TC doesn't belong here.
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Yeah, it looks like I got TC wrong. Luckily, nobody had chosen them yet so it was easy to pull them out.
It also doesn't seem like there's much support for a boost for Aby so I'm leaning towards removing the boost I gave them...
Anyway, thanks everyone for the feedback!
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August 22nd, 2010, 07:54 PM
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Major General
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Join Date: Jun 2009
Posts: 2,157
Thanks: 69
Thanked 116 Times in 73 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!
if anyone needs a boost its Agartha. But we have a volunteer as is =).
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August 22nd, 2010, 07:59 PM
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Sergeant
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Join Date: May 2010
Posts: 317
Thanks: 16
Thanked 18 Times in 11 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!
don't get me wrong, EA aby is not a strong nation by any means. they fit into this game just fine. they are for sure one of the weakest EA nations. me and zeldor have just shown recently that they *can* be played and turned into a good nation
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August 22nd, 2010, 09:16 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!
Ok, based on the comments I've removed the change to Aby's warlocks.
As far as maps go, the main candidates I've come up with are Streamlands and Land of Ethereal Squirrels (both wraparound). Streamlands has played well in CF 3, while LoES will provide a nice average of 13 provs/player as well as 13 water provinces to fight over.
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August 22nd, 2010, 11:42 PM
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First Lieutenant
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Join Date: Jun 2006
Location: Sacramento, CA
Posts: 729
Thanks: 66
Thanked 6 Times in 6 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!
Valerius, sounds interesting; I'd join if I was not already at my game limit.
__________________
Power is an illusion...
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August 23rd, 2010, 03:49 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!
Hi, Aethyr. Sorry to hear that, but it is best to stick with game limits or turns go from being fun to a chore...
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August 24th, 2010, 05:19 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Momentum 3 - EA, CBM/EDM, SC changes, weaker nations - Recruiting!
Ok, I've attached the mod to the first post. This will be the only mod you need active when creating your pretender since it incorporates CBM and EDM. Please let me know if you notice any errors.
A couple small things. I didn't consider that giving sailing to an aquatic unit let's them sail onto land and promptly die after fighting any battles. So I removed sailing from the two aquatic WQs (left it on the amphibious one). I also want to note that tarts will not have that annoying shattered soul attribute.
Also, I gave all eligible nations tart summoning spells in case we get a last minute player or someone wants to change nations.
The game is on the llamaserver and is called Momentum3. Currently I have the Streamlands map that was already on the llamaserver selected. I believe we used random starts in CF 3 and that went ok but I attached a sample of possible fixed starts to the first post, in case there's a preference for that.
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