|
|
|
 |

April 19th, 2005, 04:46 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: New Mod Release: An Age Aside
Quote:
Endoperez said:
Ailat already ahs the greatest disability of Mictlan: their dominion needs Bloods Sacrifice to spread. Also, nations replacing Abysia and Vanheim can use blood sacrifice, but aren't forced to.
Change the Bowl of the Lost/Demon Gate nation to replace Mictlan. 
Interesting mod, although the nations are quite minimalistic. I especially like the Alchemist one. They surely will have lots of gold, but not much to use it for without spending more than even they can afford!
|
Hmm, I had not considered the effect of mictlan dominion, without having blood mages. I may need to give horse brothers a point of blood as well, so that there are _three_ important things you need them for.
I realize the nations are somewhat minimalistic, but there is only so much you can do with rearranging units, when you have 17 nations to fill. However, if people would list what they think the best/worst nations are from the standpoint of fleshing them out, I could give the bottom nations a little polishing.
I'm glad you think the alchemists have a down side, to me they were looking like the most powerful of the new nations.
|

April 19th, 2005, 05:01 PM
|
 |
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: New Mod Release: An Age Aside
I do think they are the most powerful. They have lots of units, lots of money, can go either for awesome amounts of money (order 3) or luck (order 0/turmoil 1 + luck3), benefit from resources so can get a fast start (and more money), their mages can be useful on the battlefield (magma bolts), forge some items (earth items, burning pearl, charcoal shield, faithful). But I think that is more because of the weakness of other nations. Take away the archer and give it to some nation that is weaker.
Few things that would spice things up:
*Give the animal/charmer nation Wolfherds, make Summon Animals their national spell and make it slightly cheaper. Take away most recruitable animals so that they won't have to pay too much upkeep for the summoned critters.
*For more Ielyft creatures, check the R'lyeh mod 'False Dawn '
*consider giving some nations unique starting units, kind of heroes that exist from the beginning.
|

April 20th, 2005, 12:31 AM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: New Mod Release: An Age Aside
Quote:
Endoperez said:
Few things that would spice things up:
*Give the animal/charmer nation Wolfherds, make Summon Animals their national spell and make it slightly cheaper. Take away most recruitable animals so that they won't have to pay too much upkeep for the summoned critters.
*For more Ielyft creatures, check the R'lyeh mod 'False Dawn '
*consider giving some nations unique starting units, kind of heroes that exist from the beginning.
|
These sound like good ideas, the only reason I did not give them the summon animals spell was because I shied away from stealing to many spells to be nation only.
On balance, I would rather weaken one strong nation than have to strengthen all of the rest. Though perhaps a national starting hero for most would be do-able.
80 may be a bit much for resource cost, but on the other hand, mech men are one of the best summons out there.
|

April 20th, 2005, 02:31 PM
|
 |
Corporal
|
|
Join Date: May 2004
Location: Ohio
Posts: 133
Thanks: 2
Thanked 0 Times in 0 Posts
|
|
Re: New Mod Release: An Age Aside
This is a pretty interesting mod!
Here are a few thoughts I have on it after loading it up: I'd say give the horse brothers the blood henge druids, which would kill two birds with one stone (mages in general and the blood thing). I'd say go ahead and steal the summon animals spell (I'd mod it to less effects and way less gems, similar to vine men stuff) because it's rarely, if ever, used in a normal game. I also think that while you're making CH and MM cost resources only, you should do that with some of the other units that are normally summoned. Maybe a succubus could be 666 resources and the animals and illusion troops could be similarly repriced. I'm not sure how resource only troops are balanced, but it makes a little more sense in my mind, at least.
|

April 20th, 2005, 03:58 PM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: New Mod Release: An Age Aside
Quote:
Ighalli said:
This is a pretty interesting mod!
Here are a few thoughts I have on it after loading it up: I'd say give the horse brothers the blood henge druids, which would kill two birds with one stone (mages in general and the blood thing). I'd say go ahead and steal the summon animals spell (I'd mod it to less effects and way less gems, similar to vine men stuff) because it's rarely, if ever, used in a normal game. I also think that while you're making CH and MM cost resources only, you should do that with some of the other units that are normally summoned. Maybe a succubus could be 666 resources and the animals and illusion troops could be similarly repriced. I'm not sure how resource only troops are balanced, but it makes a little more sense in my mind, at least.
|
I could give them bloodhenge, but I would prefer to keep blood a minor part of the nation.
I'm not sure how 0 resource units balance either, but from a thematic standpoint only the mech men and clockwork horrors makes sense to be resource only.
|

April 20th, 2005, 07:24 PM
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
Re: New Mod Release: An Age Aside
So when is the test game??
|

April 20th, 2005, 08:03 PM
|
 |
Corporal
|
|
Join Date: May 2004
Location: Ohio
Posts: 133
Thanks: 2
Thanked 0 Times in 0 Posts
|
|
Re: New Mod Release: An Age Aside
Why do you think that those should be free? They're made of complicated machines. Someone has to get the metal (resources, but some of the metal might be rare) and make the 6 foot tall watch (lots of gold). They would need constant repairs and maintenaince (upkeep). Illusions and spiders on the other hand dont seem like they'd draw a salary, of course like you said it could repepresent the summoning costs and so forth.
|
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
|
|
|
|
|