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March 3rd, 2008, 11:46 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Conceptual Balance Mod 1.21
You could have inflicted far more damage using the gems/global slot/mage time/research elsewhere, is my feeling. If I had wild hunt cast against me I'd mostly ignore it, maybe toss some bodyguards on some high loss commanders.
I'm not very experienced with Carrion Woods but to me it seems like a weaker version of the non national spell. Haunted Woods is it?
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March 3rd, 2008, 03:40 PM
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First Lieutenant
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Re: Conceptual Balance Mod 1.21
I could?
Well, would you ignore the fact 2-3 of your 400-gold mages die each turn? Seems to be a sure way to sound defeat if you ask me. And I needed that research anyway, for ghost raiders. Now for the gems invested, you tell me what would be a better investment, seeing how this spell was killing several expensive mages each turn.
Carrion woods, AFAIK, turn each killed maenad into a manikin with sleep wines. One of my friends was playing against a Pangaea with this enchantment up - maenads were killing his Tartarians. Is that not good enough? Now imagine that on turn 10, when you have no Tartarians.
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March 3rd, 2008, 04:00 PM
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Lieutenant Colonel
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Join Date: Jul 2004
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Re: Conceptual Balance Mod 1.21
Aren't you confusing Carrion Woods with Haunted Forest?
__________________
I'm in the IDF. (So any new reply by me is a very rare event.)
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March 3rd, 2008, 04:17 PM
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National Security Advisor
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Re: Conceptual Balance Mod 1.21
Carrion Woods creates the nation-spesific animal-manikin. It turns Pangaea into Ermor-lite, with dominion transforming population into freespawn.
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March 4th, 2008, 01:13 AM
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Second Lieutenant
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Re: Conceptual Balance Mod 1.21
In my 'question Of balance' game I created a pretender build in order to cast Carrion Woods. Doing so is pricy. Not only do you need a Prentender that has both nature and death, you need a high dominion, and a life scale in order to make the spell effective. In order to make this build, I had to give up blessed centaurs. But we will see if the spell is overpowered at level 0 or not. But at level 0 it does make Pangaea a lot more interesting to play.
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March 4th, 2008, 05:25 AM
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First Lieutenant
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Re: Conceptual Balance Mod 1.21
Oh yes, no doubt it does. Ghost raiders at level 0 would also make Helheim and CTis a lot more interesting to play.
P.S.
My own pretender has death and nature, and very good scales. I fail to see the 'sacrifice'.
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March 4th, 2008, 06:37 AM
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National Security Advisor
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Re: Conceptual Balance Mod 1.21
Dominions II had a theme in which Pangaea started the game with Carrion Woods as a dominion effect. They had Nature/Death mages and level 0 national spells for summoning the Carrion lords and ladies and critters that now have to be researched. I don't remember how good it was considered, but I doubt level 0 Carrion Woods is as big of a problem as you think. It kills off population, reducing your income and your capability to recruit normal troops or mages.
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