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Old August 5th, 2007, 12:49 AM
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Default Re: New Game: Mods over Europe (recruiting players

I am not sure i understand the logic behind such high MR for hoburgs. The protection may be a little high as well, but i would not touch the Def at all. Maybe drop attack some, they are short, might be hard to hit above the waste.

The Alliance SE hog knights are not very good IMHO. They have trample, but good luck using it with their size 2, IMHO trample can go and they can get a gore attack if they don't have one already or maybe the hogs can fight on their own when the riders bite it. whatever. i would be perfectly happy with no changes to the alliance.


The kingdom is a little overpowered troop wise and under powered magic wise IMHO. 4 resources for a troop with armor, a sword and a crossbow? wow, seems unlikely. Plus a HOLY giant? eww.
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Old August 5th, 2007, 12:40 AM
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Default Re: New Game: Mods over Europe (recruiting players

I looked at Avernum today. I think they're very neat. Both sacred troops are recruitable out of the box, and I love the "full hitpoint" regen that the one guys have. I was thinking of a high earth and water bless, maybe even air. I haven't had time to give them a chance.

They also have a huge variety of magic which excites me

I don't think the crystal people losing their astral pearl free spawn makes them terrible. I'm not sure exactly what I'd do with them, but making them mind hunting machine seems like a good idea. Maybe if their cost was lowered they could make good research machines with the low upkeep cost from the sacred status.

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