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  #1  
Old July 1st, 2006, 05:07 PM
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BigJMoney BigJMoney is offline
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Default Re: National Units and Summoned Units

I sure hope something is done to national units. Then I can stop calling this game Summinions II. It's the only thing about this game that keeps me from playing it often; I wonder what percentage of the viable strategies out there involve summoning at least a portion of your armies.

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Old July 1st, 2006, 06:49 PM

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Default Re: National Units and Summoned Units

Quote:
BigJMoney said:
I sure hope something is done to national units. Then I can stop calling this game Summinions II. It's the only thing about this game that keeps me from playing it often; I wonder what percentage of the viable strategies out there involve summoning at least a portion of your armies.

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Well, I guess the vanilla game wont have "strong" national units. Modding will be powerful enough to change this in a way, I will add summonable national troops to my TC mod with different levels. Well they will be summoned as well, but those wont be "monsters" but regular troops with better stats and equipment.
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Old July 4th, 2006, 03:38 AM

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Default Re: National Units and Summoned Units

I think that the easiest way to do it would have some sort of minor bless effect based on the pretenders current path levels be added to national units. Being that the largest problem is that they do not scale well, this would help increase their power as the game goes on, hopefully increasing their longevity.
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Old July 5th, 2006, 02:52 AM
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Graeme Dice Graeme Dice is offline
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Default Re: National Units and Summoned Units

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BigJMoney said:I wonder what percentage of the viable strategies out there involve summoning at least a portion of your armies.
Most of them do, but that's hardly a problem. Would you rather the game had useless magic like the Age of Wonders series?
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