Quote:
Originally Posted by Zeldor
kianduatha, Squirrelloid:
No new spells will be added [maybe llamabeasts late game mod if it's great?], so if you have any suggestions, they should be about things like price/research level of national spells; randoms on mages [that can be upped]; prices; unit being cap/non-cap.
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Wha? I've never suggested new spells. My suggestions have largely been minor stat changes:
-Jomon's Samurai archers should get 11 def, 11 precision, 11 morale, and if QM is feeling rowdy maybe a Yari instead of a Katana(lowers the resource cost a bit, gives more variety of weapons, keeps them from making normal Samurai obsolete)
-Jomon's Shrimp Soldiers and Crab Generals should have Naginatas instead of Glaives, if just for theme.
-MA Ulm's Iron Angels' Divine Grasp should be #bonus, and while we're at it Iron Angels should really be 0-encumbrance(and only 4 earth/Conj 7)
-MA Ulm's Guardians should get at least 10 MR.
-Machaka's Hunter Spiders(the big black ones without riders) should get 16 str so their Venomous Fangs match up with the Spider Bite on the original Black Hunters (the normal Great Spiders could be changed too, but those don't matter so much)
-Machakan PD should get priests/casters. My personal preference is towards a Witch Doctor at 1 and a Voice at 20. Some ruckus was made about not having casters at PD 1, but EA Vanheim, EA Helheim, EA Oceania, and MA Oceania(the latter two only on land) have casters at PD 1.
-MA Oceania's Ichtycentaurs and Trident Knights should get hoof attacks, like the Centaur Warriors they're based off of. Maybe give Trident Knights a lance, too, though I'd almost rather just lowering their cost to 75.
-both Triton Kings and Capricorns could afford to get their 10% randoms up to 20 or 25, so you have more than just a freak chance of getting A2 or E2.
-Flaming Arrows should go back down to 1 gem.
-Riches From Beneath should probably be only 4 earth.
Here's a new one, from playing a couple of MP games as underwater nations: give at least Mermages, Slave Mages and (maybe)Mages of the Deep the ability to bring some troops underwater. This prevents the very odd necessity of creating underwater breathing items to move your Bog Beasts/Frost Drakes etc. from your staging ground to your battlefield.
Just as a question, how often do people use/see Amphipteres?