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August 27th, 2007, 12:21 PM
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Re: Arga Dis, Blood and Bronze - QUICK UPDATE 0.7
They are in MA. Are you playing with the latest version?
I think the elites beating AI problem is something which comes up with virtually every nation - try massing ermor/pythium elite infantry or even just lots of indy heavy cavalry and see how the AI does against that. I believe you'll find it falls apart in much the same way, because it just throws chaff at them piecemeal and they all end up with lots of experience and virtually no casualties. Other nations are actually far better at this because they have more powerful sacreds, generally speaking. The AI has no answer for basically any sacred with say F9W9 on it.
Marverni are pretty much the absolute worst nation (in EA), so while I can imagine them winning against any other given nation (with difficulty, especially in early game), they aren't especially useful as a balance measuring stick.
The real issue for me is that a lot (if not all) of these problems vanish in mp.
Btw I'm 99% sure the AI doesn't adapt and basically builds at random.
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August 27th, 2007, 12:56 PM
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General
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Re: Arga Dis, Blood and Bronze - QUICK UPDATE 0.7
I like it. It has a nice flavor. But I think they are quite powerful. I have not analyzed them, but I came across some things I remember.
Recruitable fear-causing troops. Say 5 of these guys can rout 1000 militias. Size doesn't matter when faced with fear. Rout checs are not dependent on losses, so the squad will be subject to rout checks regardless of losses (with a bonus due to squad size, but in the case of militia it might not help). Thus only highly magical units has fear. The nightmares of the onyx amazons are the only recruitable ones i know of, and they have 20 enc to compensate.
Hoplite shields. Parry 8 is high (I was about to write insane, but that sounded a bit offensive  ). A towertshield is pary 6, and is supposed to be the largest shield in use. I doubt few magical shields has parry 8. With parry 8 no missiles will ever hit the unit.
The Hoplite shield bash is also quite powerful. Second bonus attacks are good. I think the bash might come from another mod, but it is still powerful.
Gilgans can get 5 in blood magic (6 if 10% lucky). This is higher than all MA nations, with the exception of R'lyeh IIRC. This might not be a problem, but you should consider if you want them to be: 'A race of bloodmages of unequalled powers. No other nation have so immersed themselves in bloodmagic as the Gilgans. Their skills in bloodmagic is legendary and can almost rival the powers of the gods.' Something like that
As I said it is not a problem in it self (especially since blood magic don't benefit as much from increased skill levels as other paths), but you should be aware that you are making the most powerful blood nation there is.
I didn't play the nation, just checked around, so I cannot say if they are unbalanced on a grander scale. Low MR etc might well compensate for other strengths. THe two things I would be concerned about is the fear and the hoplite shields. The Gilgans go nice with the flavour of the nation, even though they are more powerful than other MA mages.
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August 27th, 2007, 01:11 PM
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BANNED USER
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Re: Arga Dis, Blood and Bronze - QUICK UPDATE 0.7
The shields don't have parry 8 in the new version, they have 6.
Them having 8 was a sort of bug - the code was #enc 2 #def 6, which I thought would give them parry 6, but it actually gave them parry 8.
The high blood magic level of the gilgans doesn't IMHO make them the most powerful blood nation, because I believe they currently don't have blood hunters to the standard of Lanka or Mictlan. The blood hunter is the cornerstone of a powerful blood nation, not so much the high levels of blood magic (to a point). I might need to tone down the Gilgan's magic levels somewhat, this is true, though when I looked around they didn't seem much more powerful than other high priced cap only MA mages. I could have that wrong, I admit.
The chance of getting 6 blood with a gilgan is very very remote. They start with blood 3 so they'd need to pass a 25% chance, a 25% chance and a 2.5% chance in a row. Less than one in ten will have blood 5. They are expensive cap only units, so it's safe to say you won't have /that/ many of them.
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August 27th, 2007, 01:18 PM
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BANNED USER
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Re: Arga Dis, Blood and Bronze - QUICK UPDATE 0.7
I just looked over some expensive 'archmages' from the MA period such as the Arch Theurg, Grand Thaumaturg, Grand Master one from Marignon etc - they seem more or as powerful as Gilgans, though obviously less beefy.
Is the chance of high levels of the blood with the gilgans even as powerful as the high levels they can have with some conventional stuff like astral or the elements? Blood can be empowered far more easily and isn't really very hard to boost 2 levels or so.
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August 27th, 2007, 01:41 PM
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Brigadier General
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Re: Arga Dis, Blood and Bronze - QUICK UPDATE 0.7
So if im correct here 1 in 16 capitol only, 390 gold mages will have blood 5 and 1 in 640(dosn't sound right but...) will have blood 6 and of course, those with higher blood have fewer other paths and as already mentioned high blood is not as powerful as certain other paths.
Their blood hunters arent bad but they either have higher upkeep than other nations due to the lack of sacred status or, in the case of the misborn, are not too reliable to get blood and those that dont often have few jobs to preform due to their odd/low paths.
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August 27th, 2007, 01:51 PM
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Re: Arga Dis, Blood and Bronze - QUICK UPDATE 0.7
We were just talking about it over the IRC channel. Various numbers are flying around, but yes, the chance of B5 is less than 1/10 (roughly 1/15) and the chance of B6 is 0.15625% or 1/640.
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August 27th, 2007, 01:55 PM
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BANNED USER
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Re: Arga Dis, Blood and Bronze - QUICK UPDATE 0.7
Chance of B4 or above (pretty damn good) is 52.5%
Abysians Warlocks have a 25% chance of B4 I hear.
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