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Old July 17th, 2004, 12:21 AM
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Boron Boron is offline
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Default Re: Orcish Empire

Quote:
Originally posted by PvK:
Heh... ya everyone needs "strong" national troops like Cohen's Crusaders!


PvK
the problem with cohens crusaders is that they are even stronger than the orcs. but in cohens mod you have almost no magic at all . 1 fire or 1 earth on the "mages" . and they have only 3 rp . for small maps they are really unbalanced . at faerun your opponents have most likely already researched quite far in magic. but since sages are so common you can still research quite quick .
what really imbalances cohens mod is the far to strong phoenix knight pretender . you can get powerful bless effects with him and an immortal sc without equipment . because 2 of the commanders produce 20 supplies furthermore you really can do very well for almost the entire game without much magic .

though i admire cohens effort and ideas and his drawings of the troops are very nice too i think it is really imbalanced for small maps because 1-2 of his neighbors can do whatever they want but almost 100% sure will be overrun .
at faerun it is perhaps more interesting since you have very low gem income and only your pretender can search either directly or with some spells . and as long as you don't find sages your research speed sucks bigtime too.


the orkmod is nice too .
but what i think is really imbalanced is primarely kronotauron the shaman hero for the renegade tribes . he has as good magic paths than a archdemon . no other unique summon has as high / many paths than he expect the 3 archdemons . + 4 death / 4 nature income is too much too .
with recuperation + 76 hp he is like a second pretender from start onwards .
+ for forging / summoning you already have covered death nature and air so you can design your pretender taking this into account and give him e.g. blood and earth or something similiar that you cover 60+% of the magic paths .
since the basic orks only need 1-3 resources and the most expensive unit only 17 resources you can take sloth 3 for additional points .

the mod is really very stylish and has much rpgflavour but is only good for either 1on1 with the 2 orcraces or as an aienchanting mod together with cohens if you don't take one of the 3 races yourself .

the oger's from orcish empire are like a trampling troll from turn 1 on with the same upkeepcosts . but i find the renegade tribes all in all even stronger because of their supermage .

the only real balanced mod so far which could be a official 18th race is really your amazon empire mod pvk but it was quite easier for you since 90% of the units / leaders you did just take from the game or ? you didn't alter any stats on the 4 tribes units / leaders ?
you "only" added the amazon scout / leader + the wayfarer and amazon + the 2 pd units or ? and of course the national heros .
but balance was much easier for you then if you made something completely new like cohen and weissi did

i think psycholochy plays an important part there too .
you want to make a really cool new nation and then you easily oversee that it is too powerful.
nothing is more frustrating than to hear your nation sucks because it is so weak. the other side of this is that you almost can't avoid overpowering it .
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