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January 13th, 2004, 12:27 PM
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Re: patch 2.06 out
I think a little more disturbing would be creating themes that are drastically more powerful as opposed to the normal themes (Read: Conq of the Sea with the Royal Navigators (2 Air, 2 Astral, 1 Random) ?! and the Chartmaker Communion Slaves as opposed to normal, Fires of Faith, or Diabolic Faith Marginon)
I need more time to look at it, but I'd hope they would do more balacing towards making the themes 'evenish'
[ January 13, 2004, 10:29: Message edited by: Zen ]
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January 14th, 2004, 02:28 AM
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Re: patch 2.06 out
Quote:
Originally posted by Zen:
I think a little more disturbing would be creating themes that are drastically more powerful as opposed to the normal themes (Read: Conq of the Sea with the Royal Navigators (2 Air, 2 Astral, 1 Random) ?! and the Chartmaker Communion Slaves as opposed to normal, Fires of Faith, or Diabolic Faith Marginon)
I need more time to look at it, but I'd hope they would do more balacing towards making the themes 'evenish'
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I need to look at it more myself, but I think that 'drastically' is a bit exagerated:
- CotS costs 25 more points
- CotS lost most of its ability to generate extra early income through alchemy
- Lost the wonderful flaming crossbows (Wind Guide is not nearly as effective, besides it's easier for the other Marignon themes to find air-1 mages to cast Wind Guide, it's much harder for CotS to find fire-2 mages for Flaming Arrows)
- Diabolical Faith has access to Mind Duel-proof communion.
- (minor point, but still) Air/astral is a bit redundant: Teleport/Cloud Trapeze on the same unit. Can't really see a synergy in air+astral. At least fire+astral gave Astral Fires.
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January 13th, 2004, 09:54 PM
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Lieutenant Colonel
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Re: patch 2.06 out
Standard Marignon also had the infamous Knights of the Chalice, which are rather nice when etheralized (add a bless effect as the cherry on the pie). Also Astral fire is a really tough spell. All in all nothing strike me as unbalanced when you compare CotS / Marignon.
Ulm BF is really good and funny, except that the Vampire Count can be recruited too early.
What bother me more is the previous themes which were not tweaked despite hundred if not dozen of billions (what, I exagerate?) Posts about them. Desert Tombs, Blood of Humans, Return of the Raptor...
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January 13th, 2004, 10:15 PM
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Second Lieutenant
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Re: patch 2.06 out
>What bother me more is the previous themes which were not tweaked despite hundred if not dozen of billions (what, I exagerate?) Posts about them. Desert Tombs, Blood of Humans, Return of the Raptor...
Would be less of an issue if the mod tools allowed access to themes...
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January 13th, 2004, 10:20 PM
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Re: patch 2.06 out
Quote:
Originally posted by Nagot Gick Fel:
- CotS costs 25 more points
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True, Fires of Faith costs 50 Points and Diabolical Faith costs 0. Diabolical Faith has forced Turmoil.
Quote:
- CotS lost most of its ability to generate extra early income through alchemy
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1/4 the Ability to be exact. And Fire gems are worth what 15 gold? (Without items that is). So a net loss of 45 Gold per turn (if you always alchemize.
What you get is 2 Air, +1 Astral for that 45 Gold. Air has quite a few uses with summons/spells. And astral is good for forging, but yes probably an overall 'weaker'. Which is fine.
Quote:
- Lost the wonderful flaming crossbows (Wind Guide is not nearly as effective, besides it's easier for the other Marignon themes to find air-1 mages to cast Wind Guide, it's much harder for CotS to find fire-2 mages for Flaming Arrows)
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Uh, Royal Navigators have 1 random, getting 1 Earth is fairly easy and then you can make a Crystal Matrix, throw that on a High (or normal) Inquisitor ... You don't lose anything. Most of the time you are running a communion anyway and throwing in an Inquisitor isn't alot of work. It doesn't have the 'instant' access. But I use Flaming Xbows just as much as before. What you do lose is the ability to cast very many rituals like Fires from Afar or Summer Lions (if you wished.
Quote:
- Diabolical Faith has access to Mind Duel-proof communion.
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Yes, which is one good thing it has in it's favor. It has quite a bit against it though (while still being fun, I admit).
Quote:
- (minor point, but still) Air/astral is a bit redundant: Teleport/Cloud Trapeze on the same unit. Can't really see a synergy in air+astral. At least fire+astral gave Astral Fires.
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I enjoy the synergy between Air and Astral for the fact of Orb Lightning, Paralyze, Astral Healing, Antimagic, Stellar Cascades, etc.
With the Chartmaker being 90 gold vs a Witch Hunter 150 gold he's a cheap communion slave. Also base Marignon it costs 270 to try to get a Random pick while 200 with CotS.
Combine that with the fact they can quickstrike over water and IMO I feel they are much more versatile and adaptable than Base, Fires of Faith, and unless the Harliquin or Turmoil is tweaked with Diabolic Faith.
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January 13th, 2004, 10:22 PM
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Re: patch 2.06 out
Quote:
Originally posted by Nagot Gick Fel:
- (minor point, but still) Air/astral is a bit redundant: Teleport/Cloud Trapeze on the same unit. Can't really see a synergy in air+astral. At least fire+astral gave Astral Fires.
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Air and astral magic is necessary in navigation. 
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January 13th, 2004, 10:25 PM
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Re: patch 2.06 out
Quote:
Originally posted by Kristoffer O:
>Originally posted by Keir Maxwell:
>1. Is there any plan to change the way orders work allowing some sort of fire and attack, or firing on the hold part of "hold and attack" or while not otherwise engaged on guard commander?
Plans exist.
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Yay!!! Double Yay!!!
And the best bit of this is that if you had come through with this change in the patch I doubt I could have resisted trying it out where as now I have no desire to play Tien Chi again until patched so I can concentrate on the modding I should be doing.
cheers
Keir
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