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  #1  
Old May 12th, 2005, 09:36 AM
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Boron Boron is offline
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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

Current Beta of my balanced hoarding mod:

Clam:
3W needed to forge = 20w or 15w with hammer

Fever Fetish:
3F 1N needed to forge = 20f 5n or 15f 3n with hammer

Blood Stone:
4B 1E needed to forge = 40b 5e or 30b 3e with hammer

Soul Contract:
5B 3F needed to forge = 80b 20f or 60b 15f with hammer

Reasoning:
Soul Contract:
6B would be extremely expensive with wish disabled. Payback time would be 160:7 = 23 turns or 17 turns with a dwarfen hammer. A dwarfen hammer is not so easy to get for Abysia + Marigon(earth random, blood stone and earth boots) and extremeley difficult to get for Mictlan, Mictlan needs to trade them or put earth on their god.
This way the Soul contract is still an option but balanced.
Also note that a scouting enemy will see your devils and then do a few flames/blizzards on that province likely.

Blood Stone:
First i wanted to make them earth 10 but then Abysia+Marignon , the only 2 blood nations that can forge bloodstones, would need to empower a guy to earth 2 first in order to forge bloodstones.

Fever Fetish:
First i wanted to make them 10n 5f but this way machaka would be the only nation which could forge them easily and they could massproduce them.

With 20f 5n they can be produced by all the classic fever fetish forgers but need 1-2 fire boosters.
In the long run they are still an investment to consider but they are imho balanced now also.

Clam:
Switched to W3 cause disabling hoarding for caelum, mictlan and jotunheim seemed unfair to me. For 20w clams can still be considered but the payback is 40 or 30 turns with hammer.

This mod is only a suggestion though, if the majority wants no hoarding at all this is easy doable too:
Quote:
10.3 #constlevel <level>
Level of construction required to forge this item. This
level can be 0,2,4,6,8 or 12 for items that cannot be
forged. To disable a item, set this value to 12.
So i can simply disable them if wanted .

Just continue telling me your opinions since we have some time now anyways waiting for the last 3 players to join
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  #2  
Old May 12th, 2005, 10:58 AM

Oversway Oversway is offline
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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit


With 75 sites on a 400+ province map. I wonder if these nerfs arn't too much... its not like people arn't going to have a ton of gems anyways.

Then again, Atlantis is a good clamhoarding nation so maybe I'm just being selfish
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  #3  
Old May 12th, 2005, 11:54 AM
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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

Quote:
Oversway said:

With 75 sites on a 400+ province map. I wonder if these nerfs arn't too much... its not like people arn't going to have a ton of gems anyways.

Yeah those gems are imho already more then enough
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  #4  
Old May 12th, 2005, 04:41 PM
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Saber Cherry Saber Cherry is offline
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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

Quote:
Boron said:
Reasoning:
Soul Contract:
6B would be extremely expensive with wish disabled. Payback time would be 160:7 = 23 turns or 17 turns with a dwarfen hammer. A dwarfen hammer is not so easy to get for Abysia + Marigon(earth random, blood stone and earth boots) and extremeley difficult to get for Mictlan, Mictlan needs to trade them or put earth on their god.
This way the Soul contract is still an option but balanced.
Also note that a scouting enemy will see your devils and then do a few flames/blizzards on that province likely.
Flames / Blizzards can be ignored by the contracted unit, if properly equipped. 1-H weapon, Burning Pearl, Fire Plate, Lucky Coin, Ring of Frost cost 25 gems and protect the carrier from lesser horrors, seeking arrows, ranged spells, and so forth. Abysians only need a Ring of Frost, since high HP and armor should protect them from seeking arrows.

However, 3 fire puts Soul Contracts totally out of reach for Jotunheim, Vanheim, and BF Ulm, simply due to mage paths. I'm not saying that 6B 2F is necessarily better... but 5B 3F in a very large, 75% magic site game seems to restrict Soul Contracts to only Abysia / Marignon / Mictlan, without making the price substantially higher, giving those nations a major long-term advantage.

Quote:
Blood Stone:
First i wanted to make them earth 10 but then Abysia+Marignon , the only 2 blood nations that can forge bloodstones, would need to empower a guy to earth 2 first in order to forge bloodstones.
Vanheim (IMO) is the primary bloodstone nation, as it can not only forge bloodstones, but strongly benefits from them. Dwarves with a blood random would have a hard time forging high-blood, low-earth stones...

The changes to Clams and Fetishes seem good. Did you consider making Clams 2 paths, so that nobody can make them with normal mages and start hoarding them from turn 2? 3W 1N makes clamming harder by restricting the mages that can do it, and involves 3 discrete gem types.

I'm not participating in the game, just commenting as an interested observer. But I will mention one more thing... have you given any thought to nerfing the Soulstone of the Wolves? Since... I think it's bugged. Isn't it supposed to cast Howl only once?
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  #5  
Old May 12th, 2005, 05:01 PM

Oversway Oversway is offline
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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

Quote:

BTW: Ulm is *s00pa* in this mod. Wowzie. As is Atlantis.

Doing some test games, I don't yet see a big boost for Atlantis, at least not compared to other nations...want to clue me in?
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  #6  
Old May 12th, 2005, 05:16 PM
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Soapyfrog Soapyfrog is offline
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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

I would deep-six soul contracts entirely if I were you. Just my opinion. Vampire Lords could be a problem too, you never know.

Actually I would deep-six all gem generators, but I guess in that case you'd have to do something about troll kings, sea kings etc.

But that's just my opinion, the nerfs you presented will probably work out OK, at least until the game goes crazy around turn 70 or so
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  #7  
Old May 12th, 2005, 06:39 PM

Catquiet Catquiet is offline
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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

Quote:
Soapyfrog said:
I would deep-six soul contracts entirely if I were you. Just my opinion. Vampire Lords could be a problem too, you never know.

Actually I would deep-six all gem generators, but I guess in that case you'd have to do something about troll kings, sea kings etc.

I vote for no gem generators also. Give Devils, Vampire Lords, and Vampires a hefty gold cost so players can't afford the upkeep for large armies of them.
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  #8  
Old May 12th, 2005, 06:55 PM
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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

Quote:
Catquiet said:
Give Devils, Vampire Lords, and Vampires a hefty gold cost so players can't afford the upkeep for large armies of them.
This is a bit difficult though cause then we would need to do this with all the other stuff also. If we would make Devils cost upkeep we would need to do the same for Mechanical Men, Tartarians, Vine Ogres etc. etc. . And we would need to do it with SCs/Thugs as Banelords,Devils,Tartarians and Uniques also.
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  #9  
Old May 12th, 2005, 07:01 PM

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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

Actually, the best solution is for all troops to cost upkeep and then to raise the income levels to compensate.

Either that or have no troops (other than commanders) to cost upkeep.
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  #10  
Old May 12th, 2005, 08:14 PM

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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

Quote:
Boron said:
This is a bit difficult though cause then we would need to do this with all the other stuff also. If we would make Devils cost upkeep we would need to do the same for Mechanical Men, Tartarians, Vine Ogres etc. etc. . And we would need to do it with SCs/Thugs as Banelords,Devils,Tartarians and Uniques also.
Mechanical Men, ect cost gems and then get used up in battle. With Soul Contracts you can invest some blood slaves and then pump out one devil per turn for the rest of the game. Vampire Lords can pump out flying immortals.
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