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March 10th, 2008, 10:52 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Tartanians
Quote:
Lingchih said:
Can you wish for Health? If so, would that heal afflictions. Just curious.
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No. You can wish for the Chalice. (wink wink, nudge nudge)
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March 10th, 2008, 11:02 PM
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General
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Join Date: Sep 2004
Location: Irving, TX
Posts: 3,207
Thanks: 54
Thanked 60 Times in 35 Posts
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Re: Tartanians
Say no more!
__________________
Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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March 11th, 2008, 02:49 AM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: Tartanians
btw, what happenes if you put in "sldkfjsdf" as your wish? will something happen? Will something happen if you put a single letter or number? Can you put in absolutely nothing?
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March 11th, 2008, 03:25 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Tartanians
"I cannot give you that"
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March 11th, 2008, 03:42 AM
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Second Lieutenant
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Join Date: Mar 2004
Location: Gdansk, Poland
Posts: 420
Thanks: 0
Thanked 15 Times in 4 Posts
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Re: Tartanians
Quote:
lch said:
I don't think that this is necessary, though. Late game needs *some* powerful endgame weapon to settle things, if this are Tartarians now or Abominations or something else. If you nerf Tartarians, something else will take their place.
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When a small number of spells completely dominates the (end)game, it limits viable strategic options in the game. For me, fewer viable options = worse game. Other (than death or astral) magic paths also very high-level spells, which require lots of gems, strong mages and research. If cost of a spell doesn't even remotely correlate to its value, something is very wrong. (I tried Creeping Doom yesterday)
__________________
Those who do not understand Master Of Magic are condemned to reinvent it - badly.
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March 11th, 2008, 04:26 AM
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General
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Join Date: Jun 2003
Location: az
Posts: 3,069
Thanks: 41
Thanked 39 Times in 28 Posts
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Re: Tartanians
Quote:
lch said:
much like people sometimes take Astral Vortex out of the game through a mod if they think it's too strong.
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Astral Vortex??
Do you mean 'Vortex of Returning' or 'Arcane Nexus' or 'Astral Tempest' or is this a spell from a mod??
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_ I agree with the last post from B0rsuk
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__________________
There can be only one.
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March 11th, 2008, 04:44 AM
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Sergeant
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Join Date: Dec 2006
Location: Japan
Posts: 351
Thanks: 3
Thanked 0 Times in 0 Posts
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Re: Tartanians
Considering the very limited base that one can get and outfit Tartanians, isnt it the other players in the games fault for allowing this? Everyone knows when GoH is cast and could get rid of it. Also if you know a certain faction has lots of Death and Nature, other players should gang up on them if they dont dont want to lose. If that player can make it to the end, get tartanians out and kitted, its the other players fault for allowing this.
__________________
"Talk is cheap, but if it keeps your belly full and your grave empty it is worth more than gold." - Lords of Magic Manual.
"Luck is what others call skill when they have none." - Phelean Wolf
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March 11th, 2008, 05:11 AM
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Captain
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Join Date: May 2001
Location: Nairobi, Kenya
Posts: 901
Thanks: 4
Thanked 1 Time in 1 Post
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Re: Tartanians
What other common game winners are there in non-victory point MP games? Do nations with other paths have alternative ways to win? I would agree that more options does make things better. At the same time, there need to be some knockout options to win the game, as stalemates are no fun.
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March 11th, 2008, 07:14 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Tartanians
ehm every race can get GoH or chalice.. just set your pretender up to get it IF you think they are that big a deal , as I said INVEST to get it if you WANT it.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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March 11th, 2008, 07:54 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Tartarians
I think the balance problem isn't that tartarians are good and cheap. It's normal that researching level 9 magic and having level 7 mages to cast rituals (+level 4 in another school + an artefact/global eventually) give some advantages.
The problem is no other path gives comparable non unique units (and even many uniques are inferior due to lower hp and lack of feet or other slots). Level 9 constructs, abominations, tarrasques, may be cool, but even GoRed they don't have magic to buff themselves or destroy legions of chaff.
Adding an endgame cost effective SC summon for several paths, and/or magic powers for more creatures once GoR is used would be a good thing for balance.
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