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  #31  
Old August 4th, 2007, 04:43 PM
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Default Re: New Game: Mods over Europe (recruiting players

Go ahead and sign me up for Hoburg, Crossbows and Butter.

If the mod makers are reading this, I really wish they'd use less random picks ;P

Jazzepi
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  #32  
Old August 4th, 2007, 04:48 PM
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Default Re: New Game: Mods over Europe (recruiting players

THanks Sombre for all this work.


Where you suggesting that Hoburg is over powered or under powered above?
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  #33  
Old August 4th, 2007, 05:11 PM
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Default Re: New Game: Mods over Europe (recruiting players

Uh. They have awful, awful, awful magic. I suspect they will suck.

Jazzepi
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  #34  
Old August 4th, 2007, 05:14 PM

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Default Re: New Game: Mods over Europe (recruiting players

Sorry guys but im going to have to drop out now, I just cant grasp how to play avernum in their current gem starved form - atleast not enough to put up any real fight. I would select another nation but the others than interest me are taken.

Apologies but I just dont feel that my prescence as avernum would help the game.
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  #35  
Old August 4th, 2007, 05:33 PM
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Default Re: New Game: Mods over Europe (recruiting players

Quote:
Jazzepi said:
Uh. They have awful, awful, awful magic. I suspect they will suck.

Jazzepi
Thats why i chose them, the sucking. I like being the underdog, Think of all that extra glory if i can lead the little people to vicory!
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  #36  
Old August 4th, 2007, 05:34 PM
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Default Re: New Game: Mods over Europe (recruiting players

The kingdom's magic doesn't get any better

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  #37  
Old August 4th, 2007, 05:36 PM
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Default Re: New Game: Mods over Europe (recruiting players

Quote:
Shovah32 said:
Sorry guys but im going to have to drop out now, I just cant grasp how to play avernum in their current gem starved form - atleast not enough to put up any real fight. I would select another nation but the others than interest me are taken.

Apologies but I just dont feel that my prescence as avernum would help the game.
Don't drop out . Avernum is still cool. better than the halflings. those crystals can really do some damage even without the free gems. they might have a price reduction in the CB too.
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  #38  
Old August 4th, 2007, 06:08 PM
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Default Re: New Game: Mods over Europe (recruiting players

I'll play Avernum if Shovan still doesn't want to play them.

Jazzepi
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  #39  
Old August 5th, 2007, 12:15 AM

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Default Re: New Game: Mods over Europe (recruiting players

"Gem starved"? Because they don't get astral pearl spawn from a recruitable? That must mean all the vanilla nations are gem starved too.

I think you're overreacting Shovah. I've said that if you have suggestions on more changes to Avernum, to keep them relatively powerful and of course interesting, I'm happy to implement them. But I always suspected I'd have to remove the pearl spawning if I ever made a cbm version because astral pearls for gold like that basically throws the mechanics of MP out of whack.

If you're saying "Now they aren't overpowered and I won't be able to utterly stomp everyone, so I won't play" then yeah, you probably shouldn't be playing, since part of the reason for his game is to improve the balance of the mods and highlight how they can be part of regular MP. But I don't think that's what you're saying - you just want a fun nation that you can play well, fair enough. So tell me some changes other than having the pearlspawning back, that you'd like for Avernum.

One thing I could do which would greatly boost their battlemagic is simply let Vahnatai Mages be built outside the cap. With potential 3F or 3A they're pretty special. I can also reduce the cost of the Crystal Souls, if you think they're too pricey to actually use right now.

As for the rest of Avernum's military - they have resource sink troops, a nice sbow archer, useable sacreds, stealth troops+commander, amphibious infantry and very heavy infantry right out of the box. Varied and certainly above average.
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  #40  
Old August 5th, 2007, 12:30 AM

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Default Re: New Game: Mods over Europe (recruiting players

As for Hoburgs,.... you have to understand that when we looked at Hoburg Kingdom for the last mod game, the thing seemed overpowered as hell in the early game - it could simply crank out a wall of cheap crossbows with excellent stats that would shoot you to pieces, then when you got to meleee you couldn't even hurt the buggers, since they had solid protection plus abnormal defence values. They even had mr 14 on their troops, they had a commander who could summon allies and way too many of them,...

Basically they would be no fun to start next to, even if their late game was highly suspect.

So now I've nerfed them, but if I've done it right, they should still be pretty scary in the early game. If not, well I'll un-nerf them some. I didn't want to give more magic to a nation which we had decided was basically overpowered though.

Hoburg Alliance SE on the other hand, seemed ok/weakish in balance. They actually have pretty decent mages and research prospects, they can still mass crossbows, they still have fun and effective hog cavalry etc. Overall I just tweaked them, now I think they should be fairly balanced. I certainly wouldn't go thinking hoburgs are worse just becuase they're hoburgs - their crossbows are just as good as those of regular troops (even better with their prec) and the price is lower. They also get slightly discounted commanders, priests and mages.


I appreciate it when people make specific balance suggestions, or bring my attention to specific units that might be a problem, so please go ahead.
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