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May 1st, 2007, 07:58 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: Mod: ME Fiery Caelum
I find this odd, since it's not that far off from what Caelum already has. It's probably an issue of shading, which I am pretty bad with already.
If someone wants to do a little project, take the High Seraphine and give her wings aspects of all three Clans. Think of making her wings look like they're 'dyed', but with roots showing (going through all three clans).
People think the Raptors looks okay; any suggestions there?
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May 2nd, 2007, 06:23 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Mod: ME Fiery Caelum
Are they meant to have no temperature preference?
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May 2nd, 2007, 09:12 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: Mod: ME Fiery Caelum
Yes, they are, Shovah, though that's a minor point. I could see Cold-1 or 2, but then I'd feel obligated to put Cold Resistance on almost all of their units almost by reflex.
 It's kind of amusing the idiosyncrasies each of us have. 
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May 2nd, 2007, 09:19 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Mod: ME Fiery Caelum
Yay  . Also the anti-undead archers(cant think of the name) dont seem to have any projectile visual(they still do damage. just dont see any arrows). The mods looking nice, undead get demolished by W9 sacreds+anti undead archers(39 damage vrs undead with each shot  ) and regular units dont do much better due to insane battle magic(the A2F2 100% FA random seraphs are amazing in combat) and tough raptors.
Im having fun with this mod but feel it may be a little bit overpowered.
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May 2nd, 2007, 09:29 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: Mod: ME Fiery Caelum
Shovah: Yes, I know the 'no projectile' issue with the Icefire Archers. That should be fixed.
I am very interested in concrete (if at all possible, quantitative) discussion regarding the power level. Given my by-now rather notorious 'balance' bent, it would be the height of hypocrisy to turn around and hand out in finished form an overpowered mod.
The sacred unit is probably going to be a summon at some point (at least slightly buffed), with trying to find a happy medium for the elite-but-recruitable dual-weapon unit.
As far as undead are concerned, they are _supposed_ to keel over and die to this nation. As long as you use the proper tools, this nation shouldn't have a problem with undead of almost any type.
Having said that, this should be a magic-focused nation after the initial expansion. This is why almost all of their commanders are mages, and the Seraphs almost invariably fearsome battle mages. If I'm 'up to it', I will probably remove _every_ Undead summon from their spell list, though. Another thing I'd like to point out that they are not using what IMO are the best long-term magic paths (Earth, Astral, Nature, Blood). Discussion on this topic would be appreciated.
I'm also interested in hearing ideas how I can keep their ability to expand early while not overpowering their national troops.
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May 2nd, 2007, 09:40 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Mod: ME Fiery Caelum
Well their pretender can help with magical versatility and air is a decent lategame path(good army buffs, missile protection, air queens, battle magic ect) as is their fairly limited death magic.
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