"- Loremaster has new magic path cost 40 . Is it intentional ? Considering is other stats, I would rather take a great enchantress. It is thematic for dwarves not to have too diverse magic, but I thing you could give him another path. Or two, and raise path cost to 50-60."
Hm, well I suppose he could have death, but I'd very much prefer if the dwarves weren't running around with skeletons in tow, or a death bless.
If he had a lower pathcost, it may be overpowered.
Suggestions are quite welcome, I'm not quite satisfied with the Loremaster, as my original idea for him was unable to be worked out in game, and tuning him down to a plain sage pretender is kind of boring.
"- At the beginning of line 4 of Mimir's backgroung "the them" seems a bit too much. "
Fixed.
"Woo hoo! Thanks Saulot! Wow, there is a lot of work here!"
Thanks.
"The thrown hammers from Dwarven Throwing Axe are visually enormous (like, two meters long) for some reason. Their range should probably be Strength rather than straight 12."
That's the size of the sprite animation. Nothing I can do about that. As for range being strength, I'd prefer that myself but that's not moddable.
"Dwarves should probably use a better Axe than the standard Axe - there's no reason to prefer the Axe dwarf to the hammer dwarf, and the only cost difference is 1 resource point, for +1 attack. "
Hm, yes I suppose they are too similar, so I have several options here. I can give a dwarven axe a +1 to hit, (which makes it identical to a hammer, so that wouldn't work), I can give a dwarven axe a +1 to damage, which would probably make it still inferior to the hammer 4 times out 5, and not really be worth it, since then I'd have to round out dwarven hatchets and battleaxes as well, and that seems like much ado about nothing.
The other alternative, is to get rid of the hammer dwarf warrior altogether, which I have considered earlier, but left it in there for the same reason they're there in Ulm, for flavor.
Suggestions welcome.
As for Battleragers, I think trentzero has the right idea.
I gave this unit a LOT of thought and consideration. There were several ways I could have went about it, as they needed to be special and different.
I thought about making them bigger and giving them trample (not terribly original). I thought about giving them a ton of armor, however, there are plenty of walking tin-cans available, and another one would hardly have been special. Furthermore, with dominions encumbrance rules, they would be slow as a plumber going for his tools. I don't think I need to mention balance as yet another reason.
Then I examined the onebattlespells that could somewhat make them rage. Obviously, rage was the first choice, but I'm pretty sure that wouldn't work, and even if it did, nobody would want to buy them. Self quickness seems to do the trick. They run around like crazy and chop things up. The strong berserk ability takes care of their boosted defence soon enough, to around 0, but gives them the ability to survive blows that would lay another being low. Despite their unusually good abilities, the lack of a body slot should keep them out of the abusive thug range.
All in all, I think it's a fine approximation of Battleragers and that they're a highlight of the mod. I'm quite pleased with them.
