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Old September 2nd, 2007, 01:48 AM

Sombre Sombre is offline
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Default Re: Discussion of the LA Mods balance here.

1. The hp on some commanders will be toned down.

2. I'm not sure it's really too powerful. It's very expensive, it isn't sacred and because it's a demon stuff like cleansing bell blasts it into little pieces. It's also cap only and fairly hard to amass. I have to compare it to other elite heavy cavalry in the game, which in CBM is quite a bit stronger than in base. I could nerf it a bit I suppose. The life drain+weapons is a bit unusual, but it's pretty easy to explain - the Blood Drakes are demons who use their innate magical powers to drain the life from their foes. They don't need to stoop to conquer, so to speak. That said, I could change the unit and remove life drain from them entirely and still make sure they're very useful.

3. I think the fact that you killed him yourself with a black priest says something about this unit. He isn't a strategy by himself at all, he's just a very powerful hero. Perhaps he is too powerful though, I can take a look at this.

4. Launching Nekoni at the archers would be an incredibly dense thing to do, because they have terrible prot. A better strat would be using decoys, flanking cav and the heavily armoured dog samurai, who have great morale. They're too slow tho reach the archers quickly, yes, but you can still use them as an arrow shield. Jomon aren't getting shields. In the next version they with have a massable mindless undead summon, but if you use them as an arrow shield, they'll get shot to pieces. I'm currently of the opinion that Sylvania's archers/sacreds are still overpowered, so I wouldn't use them to judge how effective jomon are versus typical missile fire.

5. In the next version repeater crossbows will be slightly cheaper, making them more viable. Giving them a regular crossbow as well would require me adding or severely changing a unit. This isn't exactly my mod, so I'm reluctant to do so. As for magic, they have a chance, a 1/3 chance IIRC to get level 3 in water. So they have a solid chance to get magic maxes of W3E2F2D2. Considering they're a late age nation that isn't too fond of magic, that seems fine to me. Finally, the reason you walked through the dwarves is because HoneyBadger made the worst start I have ever even heard of with them. 10+ turns and two provinces. Enough said. Balance considerations for the dwarves should stem from the second mod game, not this one where they had no chance.
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