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May 12th, 2005, 08:14 PM
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Sergeant
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Join Date: Oct 2003
Posts: 286
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Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
Quote:
Boron said:
This is a bit difficult though cause then we would need to do this with all the other stuff also. If we would make Devils cost upkeep we would need to do the same for Mechanical Men, Tartarians, Vine Ogres etc. etc. . And we would need to do it with SCs/Thugs as Banelords,Devils,Tartarians and Uniques also.
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Mechanical Men, ect cost gems and then get used up in battle. With Soul Contracts you can invest some blood slaves and then pump out one devil per turn for the rest of the game. Vampire Lords can pump out flying immortals.
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May 12th, 2005, 10:59 PM
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Lieutenant Colonel
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Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
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Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
I would like to see how the game plays with the mods but no additional nerfs.
There have not been too many games (if any) played with this particular configuration of mods. It would be good to see how they affect things without adding too many additional variables to the mix.
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
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May 13th, 2005, 10:49 AM
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First Lieutenant
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Join Date: Feb 2005
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Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
Yeah! Considering how heavily modded this game is and the extreme settings, who knows how it will play out?
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May 13th, 2005, 05:57 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
It will play out with lots of clams and devils 
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May 13th, 2005, 06:31 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
Quote:
Oversway said:
Yeah! Considering how heavily modded this game is and the extreme settings, who knows how it will play out?
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Your just saying that cause you are Atlantis  .
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May 13th, 2005, 06:46 PM
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Second Lieutenant
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Join Date: Aug 2004
Location: Argentina
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Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
I will play out with lots of militiamen
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" Jefe, le presento a Manuk, el hombre de la sonrisa de hierro "
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May 13th, 2005, 07:03 PM
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Captain
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Join Date: May 2004
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Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
One option is my crazy-psycho 9 province start idea from that game a while back. It can jump-start things, giving armies a head-start on gem-generators. Of course, the gem-generators will catch up, it's not much of a head start, but it's something.
Another idea along the same lines is to greatly lower indy strength, like to 4-5. Then people will be up in each other's faces faster, making investment in gem generators more risky.
Also, given the huge gem incomes everyone will have anyway (just from the 75% sites thing), gem generators are diluted somewhat and are of less value. i.e. It's better to take a province rather than build a clam under these settings. Of course, everyone will just be doing both, but hey.
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May 13th, 2005, 07:41 PM
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First Lieutenant
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Join Date: May 2004
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Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit
I agree with Saber Cherry.
Boron, if you think about it, if you just get rid of soul contracts completely (and the game WILL be better for it!) you just need to worry about Vampire Lords generating armies of vampires. Giving vampires and VLs upkeep costs is actually somewhat thematic, and it will help control the problem of the mile-wide-mass 'o vamps on defence that will surley crop up as the game goes into the later stages.
I think they are (apart form Soul Contracts) really the only other super abusable free summons. No one is really worried about enormous armies of wolves, for example.
As for a 9 prov-start and "diluting" hoarding with 75% magic sites, this is just a slight delay of the problem.
However I will not twist anyone's arm on the subject.
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