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March 18th, 2008, 08:08 AM
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Sergeant
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Join Date: Mar 2005
Location: France (Paris)
Posts: 227
Thanks: 1
Thanked 1 Time in 1 Post
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Re: Conceptual Balance Mod 1.21
Maybe you should restore Bone Grinding, my 8D mages spam it a lot and butchered there own army, unless there is a hint for prevent that ?
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March 29th, 2008, 03:29 AM
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Corporal
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Join Date: Apr 2007
Posts: 82
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Conceptual Balance Mod 1.21
I have to say that while making LA Agartha's top level necromancers capital only is perfectly fine because those guys are completely nuts, the second tier mages should be stepped up a bit because as it stands you're paying something like another 40 gold and taking a unit with old age for all of one level of priest magic, which is pretty situational. Something to make the choice between the two non-capital only necromancers a little less obvious would make sense I think, maybe more death/earth so that they could summon nearly as well as a ktonian necromancer, but no fire so they couldn't bust out the crazy evocations as much.
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March 29th, 2008, 05:51 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.21
You have a point that the servant of the oracles doesn't have a lot of use as is... a d/e random might even things out.
As for bone grinding, I must admit I hadn't anticipated that being a problem. One doesn't usually have that high of death mages lying about without a script, and I would have thought the very high fatigue would discourage AI use in any case. If it's a common problem though, I could certainly change it back.
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March 29th, 2008, 07:28 PM
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Private
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Join Date: Oct 2006
Posts: 31
Thanks: 9
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Re: Conceptual Balance Mod 1.21
I'm almost certain that you've covered this before - and I'm not questioning your decision, because you're far better than me at this game - but what was the reasoning behind removing sacred from all Niefelheim's recruitables?
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March 29th, 2008, 07:37 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Conceptual Balance Mod 1.21
Here's the Niefelheim code.
--Niefelhiem EA
-Hurlers
#selectmonster 1305
#def 9
#end
-Niefel Giant
#selectmonster 845
#clearspec
#coldpower 1
#cold
#coldres 100
#fireres -50
#end
-Jotun Spearmen
#selectmonster 1303
#end
-Jotun Javelinist
#selectmonster 1304
#mor 13
#end
-Jotun Skin Shifters
#selectmonster 1310
#gcost 90
#end
-Jotun Herse
#selectmonster 1301
#gcost 50
#end
By using clearspec sacred and other abilities are removed. qm then puts cold immunity, fire weakness, coldpower and chill back,.. but the chill is 3 rather than 15, which is a huge difference. Also no sacred put back.
I'm not sure if this is intended or not. I doubt it is. I'd never realised how nerfed the niefels were in this cbm, anyway.
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March 29th, 2008, 07:40 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
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Re: Conceptual Balance Mod 1.21
Niefels without sacred is like pizza without cheese. Toast, basically. 
__________________
You've sailed off the edge of the map--here there be badgers!
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March 29th, 2008, 07:42 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Conceptual Balance Mod 1.21
Removing sacredness is most certainly not intended. I did intend to lower the chill, and it's unfortunate that it is not possible to set custom chill levels.
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