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May 30th, 2008, 02:24 AM
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Second Lieutenant
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Join Date: Nov 2007
Location: Australia
Posts: 410
Thanks: 2
Thanked 1 Time in 1 Post
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Re: Lords of Civilization
Wow, those Lords are insane! 5 map move?!?
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May 30th, 2008, 03:01 AM
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Captain
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Join Date: Oct 2003
Location: Finland
Posts: 883
Thanks: 14
Thanked 11 Times in 9 Posts
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Re: Lords of Civilization
One thing about this game I love is the occasional "up yours" attitude jokes by devs, like this wishable Grigori thing. Anyway, unless it's meant to be real gangsta, one "the" is mistyped as "tha" in the description.
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May 30th, 2008, 03:38 AM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Lords of Civilization
I don't think it's a joke so much as an attempt by KO to prevent Wishing of that unit without requiring code changes from JK. Pure pragmatism.
-Max
__________________
Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 30th, 2008, 04:03 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Lords of Civilization
I think it is worse idea to have uber powerful SCs only for few races.
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May 30th, 2008, 04:30 AM
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Captain
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Join Date: Oct 2003
Location: Finland
Posts: 883
Thanks: 14
Thanked 11 Times in 9 Posts
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Re: Lords of Civilization
Well if it was due to pure pragmatism the description wouldn't be like that. It can't be that I was the only one to find that one humorous.
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May 30th, 2008, 05:21 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
Thanks: 511
Thanked 162 Times in 86 Posts
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Re: Lords of Civilization
I'm not sure I agree from the standpoint that I prefer a more diverse game. Exact balance in the way of making the exact same strategies available to all nations is boring.
This is what bothered me with tartarians, that come end game everyone will rush to spam them.
As for super SCs available to Hinom - the nation is very powerful that's evident but it has its weaknesses. And most important, in an MP game sometimes being too strong is a disadvantage (the gang up on the leader syndrome).
Bottom line, I opt for more diversity in the gameplay even if some nations get situationally stronger than others.
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May 30th, 2008, 06:37 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Lords of Civilization
But when you take a look there is really very limited amount of SCs available. And most of them are not available for most of the races. Just few nations have thugs and national SCs, which is really big factor later. And usually nations with strong magic get access to good SCs, making their advantage even bigger.
That B9 Hinnom ones are really very powerful. And they are given to a race that is probably one of the strongest in EA now. And access to them isn't extremely hard for them, while other ones tend to be harder to get.
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May 30th, 2008, 08:38 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Lords of Civilization
Actually, I fear mp balance has been forgoten for this patch.
The new nations (at least the EA and MA ones) seem to have been balanced against Amos angels, or I don't know what, not (most) other vanilla nations. If they are not rushed in the very first turns (they may have a vulnerability before they finish their initial expansion, as their base units are expensive, but as soon they have gold and gems income to recruit their thugs or best mages each turn and forge some gear, they are clearly excellent).
Their theorical problem (gluttony) is laughable for thugs nations, as commanders never starve (like other giants, they just need troops for sieges, and expandable indies can do the job).
Then they have no problem I can see for start (4 or 5 sacreds with a good bless or 10 giants of any kind can take about anything), nor in mid-late game with 18 MR recruitable thugs with 50 FR and 3 misc slots, and sages to mitigate their research weakness, nor probably in endgame with rather diverse magic, access to some of the best paths, and the best national summons in the game.
There may be 4 or 5 nations arguably as good but I see none better.
In general I think thugs nations should have crappy magic to compensate, I wonder why several* of them got the most powerful paths for endgame, astral, death, blood and correct mages when some nations have no thugs nor good mages, nor good access to any of the powerful paths (Man as always).
Now of course, I've not tested them in MP yet, so I may be wrong on their strength, but I can't find where is their weakness (capitol dependance ? Man is also very capitol dependant).
* another example is Utgard, which is clearly in my "4 or 5 nations arguably as good" list -people just don't realize how much it's an excellent nation, because the 2 others are the free spawn nations dominating the late age- but at least jotun thugs have bad MR
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