|
|
|
 |

April 19th, 2004, 05:09 AM
|
 |
General
|
|
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
|
|
Re: Vampire Queen mod
Quote:
Originally posted by Norfleet:
The problem with raising any costs is that you'll sabotage any games that presently exist:
|
One could always make a new unit that looks identical to the current one with a different ID number, and replace the one in the pretender choice screen with the new VQ.
|

April 19th, 2004, 05:28 AM
|
 |
Sergeant
|
|
Join Date: Jan 2004
Posts: 247
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Vampire Queen mod
What do people consider to be a 'typical' SC Vampire Queen build? I really don't have much experience with SCs so im unsure in judging good performance from bad, and so i can't really tell if VQs are as bad as this thread implies.
And maybe add the 'next best thing', a Dragon or Dagon pretender or whatnot, for comparison.
|

April 19th, 2004, 05:37 AM
|
 |
First Lieutenant
|
|
Join Date: Nov 2003
Location: Hobart, Australia
Posts: 772
Thanks: 7
Thanked 3 Times in 2 Posts
|
|
Re: Vampire Queen mod
Quote:
The problem with raising any costs is that you'll sabotage any games that presently exist
|
It could be done with a mod, which would only affect games started with the mod, right? Then, after a respectable period of time has elapsed, the mod could be incorporated into a patch if it has gained general acceptance (in Illwinter's opinion).
__________________
There are 2 secrets to success in life:
1. Don't tell everything you know.
|

April 19th, 2004, 05:39 AM
|
 |
General
|
|
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
|
|
Re: Vampire Queen mod
Quote:
Originally posted by SelfishGene:
What do people consider to be a 'typical' SC Vampire Queen build?
|
Try one with Death 3, water 2, earth 2, air 4, fire 2. This is barely affordable for a couple of the living nations, and definetly available for the undead ermor themes. Research alteration 3, enchantment 1. Have her cast quickness, mirror image, mistform, breath of winter, ironskin. Send her out against a few different independent provinces to get an idea of how she speeds up expansion.
Later on, research up to alteration 7, construction 6, and give her some new items and toys to play with. I suggest something like:
Sword of swiftness, charcoal shield, starshine skullcap or spirit helmet, elemental armor, quickness boots, luck pendant, antimagic amulet.
Have her cast soul vortex, breath of winter, mistform, mirror image, phoenix pyre. Throw her at anything that comes into your dominion and watch the carnage.
|

April 19th, 2004, 12:27 PM
|
Sergeant
|
|
Join Date: Sep 2003
Posts: 289
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Vampire Queen mod
Lol, what have I started...
Ok, my take:
The imbalance from the VQ comes in my opinion from the fact that she's as good (or even better, if you invest in some magic) as the non-humanoid pretenders for early expansion, while being also as good (or better, depending on investment) as the humanoid ones for end-game purposes...no other pretender has such flexibility.
This is due IMO mostly to
1) the combination of Immortality +etherealness +regeneration +life leech,
2) the full item slots.
These are the points that should be addressed in the re-balancing IMO.
However, the Queen is far from invulnerable in the end game. I have yet to face a critter in this game that could not be killed.
The design in particular that Graeme is talking about is well fitted for dealing with troops, but will go down easily vs any SC designed as a duelist.
A cadre of death &/or astral mages should also be able to finish her easily, if protected by an apropiate meat shield.
|

April 19th, 2004, 02:14 PM
|
Sergeant
|
|
Join Date: Oct 2003
Posts: 286
Thanks: 0
Thanked 2 Times in 2 Posts
|
|
Re: Vampire Queen mod
Quote:
Originally posted by Wendigo:
Lol, what have I started...
Ok, my take:
The imbalance from the VQ comes in my opinion from the fact that she's as good (or even better, if you invest in some magic) as the non-humanoid pretenders for early expansion, while being also as good (or better, depending on investment) as the humanoid ones for end-game purposes...no other pretender has such flexibility.
This is due IMO mostly to
1) the combination of Immortality +etherealness +regeneration +life leech,
2) the full item slots.
These are the points that should be addressed in the re-balancing IMO.
|
Well, my second Version of the VQ mod takes care of the full item slots. Test it out and see if you like it.
|

April 19th, 2004, 03:14 PM
|
 |
General
|
|
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
|
|
Re: Vampire Queen mod
Quote:
Originally posted by Wendigo:
A cadre of death &/or astral mages should also be able to finish her easily, if protected by an apropiate meat shield.
|
Death mages could, astral mages definetly couldn't. In positive dominion, with both a skullcap and an AMA she will have a MR in the 30's.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|