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September 18th, 2011, 04:04 PM
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Second Lieutenant
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Join Date: Jun 2009
Posts: 403
Thanks: 15
Thanked 28 Times in 21 Posts
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Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by Samhain
If someone goes with a E9N6+ bless, they could even be formidable.
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I'm not sure I approve of driving yet another nation(another giant nation, no less) to E9N6 blesses. Fomoria so far has been fairly good about liking weird blesses that still work(W9 especially has been a favorite), and that seems unique enough for a giant nation that getting rid of the cool Unmarked Champion minithug dynamic in exchange for yet more cloud trapezing E9N6 raiders... it completely changes the mechanics of the nation, and it changes the mechanics to something less unique.
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September 20th, 2011, 03:02 PM
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Sergeant
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Join Date: Jan 2010
Posts: 351
Thanks: 12
Thanked 54 Times in 29 Posts
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Re: Conceptual Balance Mod v1.92
I just noticed something peculiar: the Vanherse commanders have slightly different stats based on whether you are using EA Vanheim or EA Helheim.
The Vanheim Vanherse has a protection of 12 and defense of 19.
The Helheim Vanherse has a protection of 11 and a defense of 20.
Also, the Vanheim Vanjarl has a protection of 12.
The Helheim Vanjarl has a protection of 11 (all other stats are identical).
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September 20th, 2011, 03:58 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
Thanks: 83
Thanked 215 Times in 77 Posts
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Re: Conceptual Balance Mod v1.92
It's because they have different armor and are actually different units. This isn't specific to CBM but is also the case in vanilla since Helheim's units don't have sailing (Helheim's Vanherse also has a 1 point higher defense than Van's version).
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September 21st, 2011, 03:04 PM
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Second Lieutenant
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Join Date: Feb 2007
Location: Toulouse, France
Posts: 579
Thanks: 2
Thanked 12 Times in 6 Posts
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Re: Conceptual Balance Mod v1.92
Quote:
Originally Posted by Samhain
Fomorian Druids could put up a decent fight. If someone goes with a E9N6+ bless, they could even be formidable. For that option, I might actually see increasing the cost slightly.
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I do not think it's a good idea. Fomoria needs research, and it has no other researchers out of capitol... Also Unmarked fill the fighter role anyway.
__________________
Often I must speak other than I think. That is called diplomacy.
* Stilgar
Show me a completely smooth operation and I'll show you a cover up. Real boats rock.
* Darwi Odrade
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September 21st, 2011, 03:58 PM
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Second Lieutenant
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Join Date: Jun 2011
Posts: 435
Thanks: 18
Thanked 3 Times in 3 Posts
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Re: Conceptual Balance Mod v1.92
I think Fomoria is very well balanced.
They arent Niefelheim, or Lanka, but between recruit anywhere minithugs, recruitable SCs, excellent Air and Death access they do have a number of things going for them.
Even the much maligned Fomorian militias can be suprisingly usefull in a Siege defense due to low cost and S.
And dont underestimate the Fir Bolg troops either, the Javelin guys are actually quite good.
To summarize it:
Formoria has a quite decent early game with Unmarked expansion backed up by quite good Fir Bolgs, can rely on early recruitable SCs in the Midgame (Construction 4 and alteration 2), and is well disposed for Tartarians/High End Air Summons in the late game.
Dance of the Morrigans (especially if backed up by other spells) is also strong.
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September 21st, 2011, 04:58 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Conceptual Balance Mod v1.92
Isn't formoria a bit like LA Atlantis, most of the stuff is cap only(*)? The mages are better, a bit more expensive, but with more diverse magic. And with a good early game (which the cap only units provice) having 4 rp for 150 gold isn't that bad. You can always make the research boosters, both air and death ones are available easily.
And Air 1 with wadn random allows you to use some interesting thugs.
*: one little problem of course. Atlantis also as acces to the excellent underwater mages, giving them access to all paths but nature and blood.
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September 22nd, 2011, 06:58 AM
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Corporal
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Join Date: Sep 2011
Posts: 56
Thanks: 0
Thanked 2 Times in 2 Posts
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Re: Conceptual Balance Mod v1.92
with LA Atlantis you could build some ok troops in non-capital castles. Massed ice guards could be nice addition to your armies.
With formoria - druids and sometimes unmarked champions, you don't want anything else.
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September 27th, 2011, 10:00 AM
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Corporal
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Join Date: Sep 2011
Posts: 189
Thanks: 2
Thanked 5 Times in 5 Posts
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Re: Conceptual Balance Mod v1.92
I found a little bug with a magic site "SHAMBLER CITY"--> enables recruitment of wild ettin(costs 0 gold 1 resorces)
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September 27th, 2011, 01:21 PM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Conceptual Balance Mod v1.92
Yeah, found that one myself also. Posted it in the other forum.
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September 30th, 2011, 04:05 PM
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Corporal
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Join Date: Nov 2010
Posts: 107
Thanks: 4
Thanked 5 Times in 5 Posts
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Re: Conceptual Balance Mod v1.92
Burkhard Nachtzehrer, LA Ulm hero, is dual wielding greatswords. Without ambidexterity. Good thing he's immortal.
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