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Old July 15th, 2009, 11:04 PM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Uploading Pretenders)

What is it making the oldbloods ridiculous? Looking at them I am almost 100% sure that they are no stronger than they are vanilla. There is no doubt that they are good, but...

1. They are cap only
2. They therefore compete with 4th gen slann
3. In the early game using them means giving up recruitment of a mage that you really, really want.

So it's really hard to use them effectively. I will recruit some, but it won't be for a while. And when I do it will be largely to move armies around. So you really don't have to worry about it. But seriously, they're no stronger here than they normally are, and I would hardly say they're ridiculous. Maybe they are a little on the cheap side for what they offer... but they have nothing on real SCs.
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Old July 16th, 2009, 11:21 AM

Alpine Joe Alpine Joe is offline
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Default Re: Tourmaline - Mod Nations Game (Uploading Pretenders)

Quote:
Originally Posted by rdonj View Post
What is it making the oldbloods ridiculous? Looking at them I am almost 100% sure that they are no stronger than they are vanilla. There is no doubt that they are good, but...

1. They are cap only
2. They therefore compete with 4th gen slann
3. In the early game using them means giving up recruitment of a mage that you really, really want.

So it's really hard to use them effectively. I will recruit some, but it won't be for a while. And when I do it will be largely to move armies around. So you really don't have to worry about it. But seriously, they're no stronger here than they normally are, and I would hardly say they're ridiculous. Maybe they are a little on the cheap side for what they offer... but they have nothing on real SCs.

Hmm maybe it is a problem with compatibility with CBM then. THe ones I saw had at least 7-8 magic paths, including blood, for 80 gold. I will check my mods when I get home from work.
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Old July 16th, 2009, 11:31 AM

rdonj rdonj is offline
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Default Re: Tourmaline - Mod Nations Game (Uploading Pretenders)

They should most definitely NOT have those magic paths. When you're using the tourmaline mod, you can't have any other mods enabled. At all, including CBM (I included it in the tourmaline.dm). Or you will have serious bugs because of the wide range of unit ids that are used. I'm not sure what would be giving the oldbloods quite that much magic but I can assure you they will not be so obscene in our game.
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