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  #1  
Old October 9th, 2004, 09:20 AM
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Default Re: Caelum vs. T\'ien Ch\'i

Ah, I am still sorry that I didn't have time to multiplay Caelum in Dom:PPP, using Temple Guards as my armies... In Dom:PPP, they weren't restrited to the capitol, and although there were no blessing effects priests could cast spell giving sacreds +3Att +3Str, worth two sixes of DomII!

If Return of Raptors had some king of non-sacred, non-restricted but weaker and/or more expensive Temple Guard they would be much more interesting... Unfortunately, that won't happen unless the raptors punish caelumians by cutting their wings and somehow manage to still get them to fight on their sides...
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Old October 10th, 2004, 12:23 PM
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Default Re: Caelum vs. T\'ien Ch\'i

For once, haven't read the entire thread, so apologies if any of this has already been suggested. Haven't thought this through, either, so further apologies if any of this is... stupid. I'm not even convinced a nerf/buff is in order.

Base T'ien Ch'i is a model of centralization, and I really can't imagine them getting Celestial Masters anywhere save in their capitol. However, they're immensely big on the whole heavenly motif, and so it strikes me as odd that their CMs have only one astral. Even if the elements are fundamental components of divinity, you'd still assume a Celestial Master would have at least two points of the Celestial Path. They'd still be slightly less susceptible to dueling(Although still very vulnerable), and would have more firepower in a perfectly thematic way. If this is still underpowered, we could always throw in some'a them awesome multi-javelin ballistae, as a cost-efficient, high-resource bit of artillery to give T'ien Ch'i's army both added style and added clout.

In contrast to base T'ien Ch'i, I see little sense in S&A's Celestial Masters being capitol only. I mean, sacred bamboo grove aside, S&A is a time of magicians and nobles of immense power popping out of nowhere to do battle with their peers. Everything in S&A is a dime a dozen, and everyone knows kung fu. Besides, you've gotta give players some incentive to recruit Masters of the Five Elements.

Any of that any good?
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Old October 10th, 2004, 05:16 PM
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Default Re: Caelum vs. T\'ien Ch\'i

OOh! Ooh! And S&A's Celestial Masters should have the stats to reflect said kung fu. Might make for a more distinct kind of battlemage, especially with their mojo mix.
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Old October 11th, 2004, 05:46 AM

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Default Re: Caelum vs. T\'ien Ch\'i

Don't forget base T'ien Ch'i stealth economy destroyers/ scouts. Pretty efficient in causing unrest... but negated often by aggressive patroling
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Old October 11th, 2004, 12:42 PM

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Default Re: Caelum vs. T\'ien Ch\'i

Quote:
Endoperez said:
Ah, I am still sorry that I didn't have time to multiplay Caelum in Dom:PPP, using Temple Guards as my armies... In Dom:PPP, they weren't restrited to the capitol, and although there were no blessing effects priests could cast spell giving sacreds +3Att +3Str, worth two sixes of DomII!

heh, but why would you need them, considering just how effective lesser air elementals were in the game...
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Old October 12th, 2004, 04:33 PM
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Default Re: Caelum vs. T\'ien Ch\'i

Why do you think I didn't use them?
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