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June 19th, 2007, 10:57 PM
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General
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Join Date: Oct 2006
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Re: Neo Xekinima - LA game of Mod nations (recruit
Well, if you're already struggling to find enjoyment in playing a game before the game's even begun, why bother playing it in the first place?
Frankly, you're depressing me, and you're making BandarLover cry.
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You've sailed off the edge of the map--here there be badgers!
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June 20th, 2007, 12:06 AM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
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Re: Neo Xekinima - LA game of Mod nations (recruit
Tuidjy, would you like to trade nations with me? For sure if I see you next to me I WILL STEAMROLL all over you.
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June 20th, 2007, 12:24 AM
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Sergeant
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Re: Neo Xekinima - LA game of Mod nations (recruit
I swear I'm not crying. Something musta got in my eyes. Damn smoke.
Interesting side note (and WAAAAY off topic) I have no tears, which probably makes me the antichrist.
If Ich ever sobers up and can fix the minor flaws in this mod, we can get this thing started and see if Tuidjy's fears of rampant Hoburg steamrollers are founded.
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June 20th, 2007, 12:26 AM
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First Lieutenant
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Join Date: Feb 2007
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Re: Neo Xekinima - LA game of Mod nations (recruit
And one more thing, I can't find the free summons with the Hoburgs. Where do they get that?
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June 20th, 2007, 12:48 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
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Re: Neo Xekinima - LA game of Mod nations (recruit
Quote:
BandarLover said:
I swear I'm not crying. Something musta got in my eyes. Damn smoke.
Interesting side note (and WAAAAY off topic) I have no tears, which probably makes me the antichrist.
If Ich ever sobers up and can fix the minor flaws in this mod, we can get this thing started and see if Tuidjy's fears of rampant Hoburg steamrollers are founded.
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Yeah, I see this as a giant beta test. Let the steam rolling begin! I would suggest that if you aren't willing to accept a little unbalancedness since this is the first time all these mods have been put together in a MP environment, that you run as fast and as far from this game as quickly as possible.
Jazzepi
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June 20th, 2007, 05:22 AM
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Major
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Join Date: Apr 2004
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Re: Neo Xekinima - LA game of Mod nations (recruit
> Well, if you're already struggling to find enjoyment in playing a game before the
> game's even begun, why bother playing it in the first place?
1. Because I said that I would, and I would like to test the New Ulm.
2. Because I think that bringing up the perceived(?) unbalances before the game,
and proving that they exist during the game is the best way to end up with a
balanced nation.
3. Because I there is a chance that I will not start next to Hoburg.
> Frankly, you're depressing me, and you're making BandarLover cry.
Well, I am sure that BandarLover will extract his revenge if need be.
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> Tuidjy, would you like to trade nations with me? For sure if I see you next
> to me I WILL STEAMROLL all over you.
No, because I want to play Ulm. And I know that you will roll me up, because
I could not find a counter although I played both side in a few games. A SC
works, but Ulm cannot really afford one.
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> And one more thing, I can't find the free summons with the Hoburgs. Where
> do they get that?
One Officer of the Great Kitchen (or something) gets 5 soldiers of the line.
They are not completely free (the officer has upkeep, and so do they) but at
worst they cost 4g/0r to produce.
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> if you aren't willing to accept a little unbalancedness since this is the first
> time all these mods have been put together in a MP environment, that you run as
> fast and as far from this game as quickly as possible.
There is always time to run, especially when one is being chased. But before you
go looking for tar and feathers, why doesn't someone try to explain why it is
necessary that the hoburgs' equipment be so freakishly uber?
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June 20th, 2007, 06:11 AM
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First Lieutenant
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Join Date: Feb 2007
Location: Manila, Philippines
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Re: Neo Xekinima - LA game of Mod nations (recruit
After further review, I am tending towards agreeing with Tuidjy. I would rank this version of Hoburgs somewhere around the vicinity of Helheim strength for the early game, providing of course that you optimize it for the blitz. Pretty strong compared to the vanilla game. Have no idea how it compares with the other mod nations though.
Some possible counters:
Early game counters: Trampling units, star fires, air shield bless, tangle vines
Mid game counters: Arrow fend
Late game counters: with only 6 hps, pretty much any type of battlefield wide damage will wipe the whole legion off. Foul vapors, Fire storm, poison cloud, fire cloud, etc. There are a few map spells that should be able to wipe off entire armies too.
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June 20th, 2007, 01:26 PM
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General
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Join Date: Oct 2006
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Re: Neo Xekinima - LA game of Mod nations (recruit
Repeater crossbows make for good counters, too 
__________________
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