|
|
|
|
|
April 29th, 2005, 02:20 AM
|
First Lieutenant
|
|
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
|
|
Expensive Mages Mod
Saber Cherry noted in a previous thread that ~1/10 of the troops in an efficient army ( or more! ) are mages and that it seems a little non-thematic.
So in response I made the following mod. It takes the magic path cost ( from Illwinter's guidelines ) and then multiplies that cost by x4 and multiplies the holy/unholy cost by x2.
I did not change the national summoning spells which summon units with magic paths ( I think the only ones are Ermor's spells and BF ulm but I'm not sure ).
Added all mages created by special sites to the mod. Also modified all sacred.
Next up: the summoning spells.
|
April 29th, 2005, 02:39 AM
|
Lieutenant General
|
|
Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
|
|
Re: Expensive Mages Mod
You missed some independents:
Sages
Hydromancers
Azure mages
Pyromancer
Adept of Pyriphlegeton
Gnomes
Ice Duids
Frost Fathers
Conjurers
Circle Masters
Necromancers
Bloodhenge Druids
Alchemists
Magus and Arch Magus
Enchantress
Sorceresess
Witches
Animists
Enchanters
Moon Mages
Lore Masters
Wizards
Warrior Mages
Cloud Mages
Wind Masters
Fire Lord
And probably a few I missed. Also, don't summoned mages become almost a must?
|
April 29th, 2005, 03:06 AM
|
First Lieutenant
|
|
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
|
|
Re: Expensive Mages Mod
Crud I missed all of the mages which are made by magic sites. OOPS. I'll fix that. Oh and I missed the Philosopher.
And yes I agree that I would probably research as hard as I possibly could to get summoned mages of some type. But most of them take a little time to get to ( exception: Create Reverant ).
What I would probably really do in a game like this is go for sacred units. I guess I'll work on them next.
|
April 29th, 2005, 04:20 PM
|
General
|
|
Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
|
|
Re: Expensive Mages Mod
One side effect I forsee for this mod is that SC's will become even more dominant. Since mages are more expensive, players will be less likely to risk them in uncertain situations on the battlefield. This, in turn, means that mages will stay at home in thier labs just summoning, forging, and casting overland spells.
|
April 29th, 2005, 04:26 PM
|
First Lieutenant
|
|
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
|
|
Re: Expensive Mages Mod
Perhaps, but I think this will be part of my series: "I love to nerf things just cuz people hate it when things are nerfed!"
Next up Sacred units get a cost hike of x2.
Followed by: bu-bye life drain
Followed by: hello enc 1 minimum on all units.
Followed by: bu-bye hoarding stratgies
Followed by: bu-bye battle field spells.
Actually of the bu-byes the one thing that really gets a bu-bye is life drain. As the FaerunTest game showed even if you pump up the cost of life drain weapons people still make them ( the blood point costs 80 points and people still make them like they are going out of style ). Everything else just gets bumped in cost.
Not exactly sure what the end result will be but I figure that mortal troops will be used more!
|
April 29th, 2005, 06:23 PM
|
|
First Lieutenant
|
|
Join Date: Jul 2004
Location: Albuquerque, NM
Posts: 605
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Expensive Mages Mod
Quote:
Huzurdaddi said:
Perhaps, but I think this will be part of my series: "I love to nerf things just cuz people hate it when things are nerfed!"
|
sounds good to me...
I love a good healthy nerf once in a while.
__________________
Every time you download music, God kills a kitten.
|
April 29th, 2005, 07:39 PM
|
Colonel
|
|
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Expensive Mages Mod
Huh, I don't mind the idea of more expensive mages, but take for example
Anath Dragon at 960 gold - ouch !
H Priest of Sun at 1170 gold - super dooper ouch !!!
Looks a bit extreme/overdone... [img]/threads/images/Graemlins/Cold.gif[/img]
|
April 29th, 2005, 08:32 PM
|
First Lieutenant
|
|
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
|
|
Re: Expensive Mages Mod
The high costs from the High Preist of the Sun, The Anathemant Dragon, and the Arch Thurg is due to the cost of Holy-4 as per Illwinter's site. You'll note that each of these mages is crazy expensive in the normal game as well.
The mod was created by multiplying the cost of the magic paths by x4 and the cost of holy by x2 and by keeping the cost of the base chassis the same.
|
April 29th, 2005, 10:26 PM
|
|
General
|
|
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
|
|
Re: Expensive Mages Mod
I find it strange that people would argue that it is "unthematic" that there be many mages on the battlefield or elsewhere.
|
April 29th, 2005, 11:15 PM
|
First Lieutenant
|
|
Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
|
|
Re: Expensive Mages Mod
Quote:
Graeme Dice said:
I find it strange that people would argue that it is "unthematic" that there be many mages on the battlefield or elsewhere.
|
I see no reason why it would be weird to say it is "unthematic". If someone said "unrealistic" then sure that would be weird ( although we would all know the person meant unthematic).
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|