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November 29th, 2008, 01:32 AM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
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Re: New Nation: Dragons, Magic Incarnate V1.00
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Originally Posted by Aezeal
So we are not walking over AI's on impossible anymore... that sounds like balance has improved somewhat at least
I don't know how you normally (with other (vanilla) races) fare against 12 impossible AI's but personally Í think it might be a good thing you can't beat them 
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Yeah, I still fare better with the Dragons than with the stock races.
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I will look into morale but PD exists of less wyrmlings than it did before
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It's got less but it should have few or none. They aren't meaningful defense. There is also those "no one"'s that hurt. If you have to have them there, beef them up and make them immobile.
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I've checked morale and it's all 12 (only a few) and going up.. pretty sure that is equal to well trained and elite human troops. Even wyrmlings have morale 12.. if they break I think the game wants regular troops (and militia since that is what wyrmlings basicly are) to break in that situation.
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The wyrmlings aren't the problem. It's the tougher dragons. It's *NOT* just the PD, it's in combat in general against ghosts. I think what's going on is that since you are using fewer tougher units the morale-lowering from the undead gets more concentrated.
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November 29th, 2008, 12:22 PM
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General
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Join Date: Oct 2007
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Re: New Nation: Dragons, Magic Incarnate V1.00
The wyrmlings give the illusion of not flying, as iirc they move along the ground in combat instead of leaping suddenly where they want to go.
I am not sure I agree about strengthening wyrmlings, or about removing them from the PD. In the sense they're currently being used in, they're not supposed to be meaningful as province defense, they're what's being protected. That being the case, making them unable to fly and reducing their ap would probably be a good idea. Removing them from the PD just means they won't ever be used, because they're too expensive and fragile to be used as chaff and will underperform even unshielded militia. You also don't really need chaff with the dragons, generally speaking. But making them much stronger would not be a good idea, they're not really much weaker as it is than a venemous dragon in melee, and those cost twice as much.
I also am not sure that the dragons need higher morale, per say. I have had problems with summoned dragons routing due to fear spam even when I gave one the helmet that increases morale. But it hasn't been as bad on my armies. Maybe loren has been getting more ghosts than me, but my experience has been that the dragons win battles too fast for fear to usually be an issue. And if it is possible for it to be an issue maybe that's not so bad.
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November 29th, 2008, 03:24 PM
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First Lieutenant
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Join Date: Nov 2006
Posts: 739
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Re: New Nation: Dragons, Magic Incarnate V1.00
Quote:
Originally Posted by rdonj
The wyrmlings give the illusion of not flying, as iirc they move along the ground in combat instead of leaping suddenly where they want to go.
I am not sure I agree about strengthening wyrmlings, or about removing them from the PD. In the sense they're currently being used in, they're not supposed to be meaningful as province defense, they're what's being protected. That being the case, making them unable to fly and reducing their ap would probably be a good idea. Removing them from the PD just means they won't ever be used, because they're too expensive and fragile to be used as chaff and will underperform even unshielded militia. You also don't really need chaff with the dragons, generally speaking. But making them much stronger would not be a good idea, they're not really much weaker as it is than a venemous dragon in melee, and those cost twice as much.
I also am not sure that the dragons need higher morale, per say. I have had problems with summoned dragons routing due to fear spam even when I gave one the helmet that increases morale. But it hasn't been as bad on my armies. Maybe loren has been getting more ghosts than me, but my experience has been that the dragons win battles too fast for fear to usually be an issue. And if it is possible for it to be an issue maybe that's not so bad.
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The problem isn't fear spam, the problem is undead, especially ghosts. Against such an army a rout is almost certain regardless of the force matchup.
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