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  #1  
Old April 22nd, 2007, 01:48 PM

Sombre Sombre is offline
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Default Re: Dud units / monsters / summons

I don't see that astral 9 is worth it. I mean their offensive power isn't really that good, not worth a level 9 bless to protect anyway. Remember that a good number of them are crippled and have messed up strength etc.
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  #2  
Old April 22nd, 2007, 01:57 PM
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Dedas Dedas is offline
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Default Re: Dud units / monsters / summons

To me fire and maybe air (for airshield) seems to be the obvious choices for blesses. But maybe death can do some good too as they probably are many and have a lot of attacks that will hit (flails) very often. Afflictions can cripple even the best units, and the best thing is that their owner still has to pay their upkeep.
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Old April 22nd, 2007, 01:59 PM
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Default Re: Dud units / monsters / summons

Here's another one, the EA Atlantis Basalt Guard. Powerful unit, but because it doesn't wear a helmet, it can't get the full use of an earth-bless, it's got ridiculous resource-cost, it's capital only, and doesn't even get a patrol-bonus, despite-in the description-being the "ultimate guards".

Again, like the Niefel footsoldier, neat unit in theory, in practice-not much worth using at all.
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Old April 22nd, 2007, 02:52 PM
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Default Re: Dud units / monsters / summons

Quote:
Sombre said:
I don't see that astral 9 is worth it. I mean their offensive power isn't really that good, not worth a level 9 bless to protect anyway. Remember that a good number of them are crippled and have messed up strength etc.
Astral-9 is really cheap though.
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Old April 22nd, 2007, 03:00 PM
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Default Re: Dud units / monsters / summons

Yes, cheap as in you are stuck with an immobile rock or statue. Everything has its price.
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Old April 22nd, 2007, 03:05 PM
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Default Re: Dud units / monsters / summons

HoneyBadger, I'd rather give the Basalt Guards a castle defense bonus instead of patrol bonus.
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  #7  
Old April 22nd, 2007, 03:37 PM
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Default Re: Dud units / monsters / summons

Has anyone actually found a good use for patrol bonuses? It seems like castle defense/seige is far more useful.

Or pillaging bonuses, for that matter. I actually think it would be interesting if pillaging was a switch you could flip on and off. I don't see why an army can't pillage as it moves through a province. It could be more effective the longer you stay in one place, but I think it would be more realistic to have a huge army rampaging through the opponent's land pillaging as it goes.

Jazzepi
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Old April 22nd, 2007, 06:37 PM
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Default Re: Dud units / monsters / summons

Quote:
Jazzepi said:
Has anyone actually found a good use for patrol bonuses? It seems like castle defense/seige is far more useful.
Jazzepi
Again that depends tons on the game type. In a quick little MP game then definetly Id rather have defense/seige. In a large map game Id rather have patrol bonus. Particularly if its capital only.
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Old April 22nd, 2007, 03:34 PM
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Default Re: Dud units / monsters / summons

Quote:
Dedas said:
Yes, cheap as in you are stuck with an immobile rock or statue. Everything has its price.
Look at it as a teleport anywhere master enslaver, until then it can mind hunt, cast globals, dispel globals, make astral magic items and if you add 2 earth, summon golems. To just name a few of its more obvious uses...
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  #10  
Old April 22nd, 2007, 03:43 PM
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Default Re: Dud units / monsters / summons

I'm at work now, so I can't check, but I believe Basalt Guards already *do* get a castle-defense bonus, Edi.

If I were redoing EA Ulm, I'd add a few male units that started out with melee armor-piercing weapons like Piercers, swords and axes of sharpness, etc. Maybe even have some male units like those sons of the smiths, in EA, with black steel armor, just to make the point that the nation is still a little bit wary of women on the battlefield, and men are still in charge of the business of war.
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