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July 6th, 2009, 11:04 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Re: Tourmaline - Mod Nations Game
Yikes, I just took a look at Itza. They're insane. I'm almost afraid to look at Stygia since Executor was concerned they might be overpowered for this game.
Any chance of giving Haida Gwaii a boost so they can compete? 
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July 6th, 2009, 11:19 PM
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General
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Join Date: Oct 2007
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Re: Tourmaline - Mod Nations Game
Itza is probably the strongest overall nation currently in this game. Perhaps this is poor form on my part :P I wouldn't say they're quite insane though. I don't think they're quite as good as the top tier vanilla nations like la ermor/ashdod/mictlan. They have significant issues to overcome, such as preposterously expensive forts and cap only mages :P I do think having their sacreds recruit everywhere is probably a bit too good. If the other players deem it necessary I am willing to limit them to cap only for this game.
I'm less inclined to boost haida gwaii. You've got plenty to work with
Also I note that we've reached the minimum number of players. I will continue accepting sign ups for say a few more days and then I'll put the mod together. I'll give another day or two after that for people to play around with the nations and see if any bugs pop up. Then we can start.
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July 6th, 2009, 11:43 PM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Re: Tourmaline - Mod Nations Game
Quote:
Originally Posted by rdonj
Itza is probably the strongest overall nation currently in this game. Perhaps this is poor form on my part :P
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Nah, you're the game organizer. You should be able to choose the nation you want to play.
Quote:
Originally Posted by rdonj
I wouldn't say they're quite insane though. I don't think they're quite as good as the top tier vanilla nations like la ermor/ashdod/mictlan. They have significant issues to overcome, such as preposterously expensive forts and cap only mages :P I do think having their sacreds recruit everywhere is probably a bit too good. If the other players deem it necessary I am willing to limit them to cap only for this game.
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Hmm, well most nations have cap only mages - just not ones as good as Itza. And the recruit anywhere Fifth Generation Slann aren't that shabby. But I don't think you should change them for the game. Anyway, I took a look at Stygia and they'll probably give you a run for your money. Units with a defense of 34+? They laugh at clumsy glamour nations with their defenses in the 20s.  . Weapons with soul slay and banish to inferno?
Quote:
Originally Posted by rdonj
I'm less inclined to boost haida gwaii. You've got plenty to work with 
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Off to convince Foodstamp to change the Haida Gwaii mod before this game begins.
Quote:
Originally Posted by rdonj
Also I note that we've reached the minimum number of players. I will continue accepting sign ups for say a few more days and then I'll put the mod together. I'll give another day or two after that for people to play around with the nations and see if any bugs pop up. Then we can start.
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Sounds good.
BTW, I took a look at Shahrivar and it's beautiful. Definitely would be a nice map to use.
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July 7th, 2009, 03:55 AM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Tourmaline - Mod Nations Game
Quote:
Originally Posted by Valerius
Quote:
Originally Posted by rdonj
Itza is probably the strongest overall nation currently in this game. Perhaps this is poor form on my part :P
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Nah, you're the game organizer. You should be able to choose the nation you want to play.
Quote:
Originally Posted by rdonj
I wouldn't say they're quite insane though. I don't think they're quite as good as the top tier vanilla nations like la ermor/ashdod/mictlan. They have significant issues to overcome, such as preposterously expensive forts and cap only mages :P I do think having their sacreds recruit everywhere is probably a bit too good. If the other players deem it necessary I am willing to limit them to cap only for this game.
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Hmm, well most nations have cap only mages - just not ones as good as Itza. And the recruit anywhere Fifth Generation Slann aren't that shabby. But I don't think you should change them for the game. Anyway, I took a look at Stygia and they'll probably give you a run for your money. Units with a defense of 34+? They laugh at clumsy glamour nations with their defenses in the 20s.  . Weapons with soul slay and banish to inferno?
Quote:
Originally Posted by rdonj
I'm less inclined to boost haida gwaii. You've got plenty to work with 
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Off to convince Foodstamp to change the Haida Gwaii mod before this game begins.
Quote:
Originally Posted by rdonj
Also I note that we've reached the minimum number of players. I will continue accepting sign ups for say a few more days and then I'll put the mod together. I'll give another day or two after that for people to play around with the nations and see if any bugs pop up. Then we can start.
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Sounds good.
BTW, I took a look at Shahrivar and it's beautiful. Definitely would be a nice map to use.
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My point wasn't that the 4th generation slann were cap only, but that they were expensive... at 850 gold as trumanator pointed out  . That's as expensive as some forts, and you need to recruit a certain number of them just to get paths you need for forging, not to mention rituals. The slann are very poor ritual casters, while being great battle mages. The only way to really break into ritual casting is with the summonable 3rd generation slann, who are pretty expensive at 50 pearls a pop and conjuration 7.
Well, the only two units stygia has that get that soulslay attack are a mage and a hero. The mage is hardly terrifying with its 9 hp and dreadful combat stats. The hero, well, he's a bit meaner. What has 34+ defense? I looked through the .dm file and saw nothing with stats so high. Anyway, my personal feeling is that stygia is kind of ermor lite early in the game, eventually getting some nasty unique summons that heavily entice other players to cast Well of Misery so they can't have it  And trust me, there are plenty of death nations in this game who have good reason to pursue that well. We'll have to see how the game plays out, but I think there will be plenty of work ahead for stygia if he wants to win this game. Same with me 
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July 7th, 2009, 04:19 AM
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Major General
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Join Date: Mar 2007
Posts: 2,046
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Thanked 215 Times in 77 Posts
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Re: Tourmaline - Mod Nations Game
Quote:
Originally Posted by rdonj
My point wasn't that the 4th generation slann were cap only, but that they were expensive... at 850 gold as trumanator pointed out  . That's as expensive as some forts, and you need to recruit a certain number of them just to get paths you need for forging, not to mention rituals. The slann are very poor ritual casters, while being great battle mages. The only way to really break into ritual casting is with the summonable 3rd generation slann, who are pretty expensive at 50 pearls a pop and conjuration 7.
Well, the only two units stygia has that get that soulslay attack are a mage and a hero. The mage is hardly terrifying with its 9 hp and dreadful combat stats. The hero, well, he's a bit meaner. What has 34+ defense? I looked through the .dm file and saw nothing with stats so high. Anyway, my personal feeling is that stygia is kind of ermor lite early in the game, eventually getting some nasty unique summons that heavily entice other players to cast Well of Misery so they can't have it  And trust me, there are plenty of death nations in this game who have good reason to pursue that well. We'll have to see how the game plays out, but I think there will be plenty of work ahead for stygia if he wants to win this game. Same with me 
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Ok, I see my mistake. I was looking at the (EA?) version of Stygia from here. Now I found the MA version.
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