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October 26th, 2007, 11:37 PM
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Sergeant
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Join Date: Sep 2006
Location: The Hidden Grove
Posts: 377
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Powergamers Mod
I notice that quite a few of the gods have been pushed into old age because of the increase of their magical powers. This was unintended, correct?
I also notice that the Icy Horde has three Pack of Wolves spells. Not a major problem by any means.
The High Ones have both the Contact Cu Sidhe and Summon Cu Sidhe spells.
The Eastern Empire has three Ambush of Tiger spells.
The Lost has a Dis for their scout despite not being able to recruit one. You may have done that on purpose though because the Lost do not have any scouts or spies. They do have assassins though.
The Fiery Horde has both the Summon and Contact Scorpion Man spells.
__________________
Learn about Lizard Chariots and Serpent Dancers in the Guide to EA C'tis
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October 27th, 2007, 05:41 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Powergamers Mod
Any nation with Agarthans in it shouldn't prefer Cold!
Iron Kings <- M Agartha Special, 25% castleprod bonus, All Arco, M Ulm, E Helheim, ML Agartha (humans and constructs)
Cold +1
Helheim isn't actually that much about cold. It could just as well be Heat +1 without any other changes.
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October 27th, 2007, 08:46 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Powergamers Mod
Iron Kings has human units from the Agarthan nation, and sacred statues (which are not coldblooded), so it can get away with liking Cold.
The Dis scout for The Lost was a typo - I had the empoisoner for defcom2 instead of scout.
I'll fix the ages for the pretenders.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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October 27th, 2007, 12:02 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Powergamers Mod
New version.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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October 27th, 2007, 02:45 PM
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Lieutenant General
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Join Date: Feb 2004
Posts: 2,687
Thanks: 20
Thanked 54 Times in 39 Posts
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Re: Powergamers Mod
for the missing naiton, just combine the Mictlans, add nemedian mages... dunno what the heretics are like... but the micts + nemedia should be a powerhouse enough...
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October 27th, 2007, 04:55 PM
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First Lieutenant
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Join Date: Jan 2007
Location: Tampa, FL
Posts: 687
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Re: Powergamers Mod
This looks like fun, stickied and dl'ing now
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October 29th, 2007, 01:17 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: Powergamers Mod
This is an impressive amount of work. This must have taken quite a while DrPraetorious.
Playing it, I've noticed four (and a half) things so far:
1. The pretender design is quite complicated. Since many of the pretenders are high HP and immortal a number of very nasty mid game scenarios are opened up if proper magic paths are selected. However, this may come at the cost of an overpowering bless. Also, since the pretender is such an awesome unit you want to have it immediately available, which limits points. Oh and finally you really need dom10 since it is moderately cheap and many other pretenders will have it. It is vexing! GJ. I would love to see how these immortal pretenders play out in a multiplayer game. Please list some builds. I would love to see how others are designing their pretenders!
2. E9N9 Niefel Giants are very hard to handle. Actually I should start a thread in the main forum for counters, especially in the early game. Other than blowpipes I don't know that there is one (I have not tried this but in theory it should work). I easily rolled impossible AI's in my one game (as usual with the giants).
3. If you only play with the mortal races (ie: no giants) stealth units play a major role. Many nations have assassins or spies (or both!) and they are very effective (especially the stalker and the ninja). In an MP game patrol will very important (also many units have a patrol bonus so those may actually figure into a game! Fantastic!).
4. The PD seems pretty solid. I like it. I have not tried all of the natios but the two that I have tried so far (Icy Horde and Western Empire) both had decent PD. I like it.
5. (this is more of whine than anything else so you can skip) The new hydras are comically bad compared to the old hydras. Simple archers crush them rather badly. Ah well. They were only really decent in CB anyway.
One pretender design (probably sub-optimal, but with Neifel it does not matter that much):
Monolith: E9, S6, N10. Order:3, Sloth:2, Cold:3, Misfortune:1, Magic:1, Dom:10. Awake.
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