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March 10th, 2004, 11:16 PM
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Sergeant
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Location: Oregon, USA
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Re: Units seldom used.
Quote:
Originally posted by Wauthan:
I agree about the minotaurs Fahdiz. I can't understand why they got the same scores as militia. Removing their trampling ability and raising their attack and defence was the first mod I did in this game. Gave them gore as well to reflect all those evenings in D&D when my characters found himself dangling from a minotaur horn. I like them a lot better this way but then again I know others are big fans of trampling units.
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I like the trample (and I REALLY like your Gore idea), although I don't necessarily feel like standard Minos need more defense (that's what War Minos are for, after all )...I just think they should cost more gold and be able to actually hit the broad side of a barn.
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March 10th, 2004, 11:18 PM
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Shrapnel Fanatic
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Re: Units seldom used.
Great thread. Sorry I didnt get in on it sooner since one of my favorite things to do is to explore "useless" elements of the game. There are 2 areas which continually please me about this game.
One is the fact that any "this is a game-killer tactic" gets explored (usually by the formula and testing-types). It usually gets downgraded to "useful in certain situations or playing styles" or in some rare cases gets nerfed by the Dev team.
The other is that any "why would anyone use this" gets explored (usually the crazy short-attention-span hacker types). It usually gets upgraded to "useful in certain situations or playing styles" or in some rare cases gets boosted by the Dev team.
[ March 10, 2004, 21:18: Message edited by: Gandalf Parker ]
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March 10th, 2004, 11:34 PM
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Major General
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Location: Crystal Tokyo
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Re: Units seldom used.
Quote:
Originally posted by Wauthan:
By the way, what are your thoughts about the Villian unit? Stealthy is good I know but I never use them if I don't happen to build a fortress on that site.
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Villains are just like Woodsmen but worse in every way, and even need Blood searching just to recruit them. -1 gold, +1 att/def/mrl and they would be useful, though still not as good as woodsmen.
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March 10th, 2004, 11:44 PM
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Second Lieutenant
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Re: Units seldom used.
Quote:
Villains are just like Woodsmen but worse in every way, and even need Blood searching just to recruit them. -1 gold, +1 att/def/mrl and they would be useful, though still not as good as woodsmen. [/QB]
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I gave them -1 att/def/mrl and gave them prec 12 and composite bows myself. I don't remember the exact description I wrote for them but in essence these guys are the kind of cowards that would never stand up to another man in a straight fight, but gladly shoot him in the heart thirty paces away. Especially if they could shot him in the back first. They became the most easily routed sharpshooters in the game this way. Great if well protected but if they actually get hurt they'll run for cover.
[ March 10, 2004, 21:46: Message edited by: Wauthan ]
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March 10th, 2004, 11:54 PM
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Lieutenant Colonel
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Re: Units seldom used.
C'tis Militia: Extremely good fodder, comes in great amounts
Falchioneers: Extremely good fodder killers, good against Ermor.
Slave Warriors just suck, don't use them. Elite Warriors cost 1 more gold and a few more resources for +6 more armor.
What I don't know is why you would use Serpents and Snake Dancer things. Serpents are replaced by fantacism-casting priests and snake dancers die too easily. No bless effect would make them worth it even if they are resistant to poison. Slingers + Dancers don't do crap. The dancers die and then the slingers are open for attack.
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March 10th, 2004, 11:58 PM
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Corporal
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Location: New Mexico
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Re: Units seldom used.
Quote:
Originally posted by Wauthan:
I gave them -1 att/def/mrl and gave them prec 12 and composite bows myself. I don't remember the exact description I wrote for them but in essence these guys are the kind of cowards that would never stand up to another man in a straight fight, but gladly shoot him in the heart thirty paces away. Especially if they could shot him in the back first. They became the most easily routed sharpshooters in the game this way. Great if well protected but if they actually get hurt they'll run for cover.
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I see your reasoning, but I don't think that a villain (or bandit) has (on average) a better precision than a trained archer. Somebody that determined to learn a skill like archery (and we're no talking about our modern wuss compound bows )has other options in life. Your theme works in AD&D, but not in a "military" game.
But then again, that's the good thing about easy modding, I guess, to be able to change what one does not agree with.
Anyway, very useful and entertaining thread.
[ March 10, 2004, 22:00: Message edited by: Tricon ]
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March 11th, 2004, 12:02 AM
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Sergeant
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Re: Units seldom used.
Quote:
Originally posted by Argitoth:
What I don't know is why you would use Serpents and Snake Dancer things. Serpents are replaced by fantacism-casting priests and snake dancers die too easily. No bless effect would make them worth it even if they are resistant to poison. Slingers + Dancers don't do crap. The dancers die and then the slingers are open for attack.
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Well, you don't necessarily have level 4 priests following every single one of your armies, but you can easily and very cheaply put Serpents in every squad. With C'tis' pitiful morale, every little bit helps.
And for Snake Dancers, I dunno...I'd think with a high water blessing they'd be pretty nice. Darn cheap, too.
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I agree with the realistic Irishman who said he preferred to prophesy *after* the event.
-- G.K. Chesterton
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