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Originally Posted by Burnsaber
I guess we just disagree on what is acceptable power level. I could argue why Pythium is just plain better than all of the nations you mentioned, but it would probably be best if we just "agree to disagree" and continue on. Tangents and derails serve no one.
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Last thing about this, I do think Pythium is stronger than the 3 nations I mentioned (maybe not C'Tis, but I'm a sucker for dominion effects). You just mentioned the mages, and I was speaking to that.
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Here is the point where the issue boils down. I just don't see v0.7 dwarfs being weak. I just don't see it. Sure, you have weaknessess, but you have some insane strenghts. Forgebonus 30, superb national troops, summons that can throw 3 Thunder Strikes for 0 fatigue, summons that throw "ingnore shields" 10 AN damage with prec 15 to range 30, national anti-thug/SC chassis for fire gems, prospectors, etc...
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I don't think they're Man/Malacha weak, but I see them closer to there than the (non-Ashdod) top. I don't see the slayers as being that good at all. They just seem to die to easily. And everyone knows as the game progresses, troops have less and less use.
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Well, people don't really use them for that role (because you have Adons), just because even forgebonus 15 is seriously awesome on a mage that can reach "high level" forgings. I know that dwarfs don't have recruitable SC chassis to "feed" with their forgebonus 30, but still, there is a *lot* of scary **** you can do with them. Besides, Runelords being expensive is also a thematic consideration (In, WH there are likely about max 30 runelords remaining) and affects the King/Runelord competition for the capital commander slot.
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I respect the thematic consideration. But I would never choose to recruit a king. You need the research too badly.
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Sorry, but not going to happen. Dwarfs aren't supposed to be throwing fireballs around. Anvils of Doom are the only exception.
Exactly why should Runesmiths be thugs? Since when has that been a argument for comparing mages? (Master Smiths suck balls, you can't thug them!). And if Runsmiths were good thug chassises, why would you ever recruit Giant Slayers/Kings? And remember that just their upkeep/research ratio is second to Journeymen, they still, well.. do more research. If I just made them cheapest researchers, why would you ever recruit Journeymen? Now, Journeymen are the most cost-effective solution, but runesmiths give more (research)bang for your buck, ideal when you have some excess cash flow.
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I found runesmiths to be decently thuggable in 0.6. That was one of the reasons I thought the slayers were so sub-par: they were totally bettered by runesmiths as thugs. And as it stands, i'd still never recruit a king or slayer. I see thugging being handled by golems for the most part now, or possibly, journeymen. The stealth still gives journeyman a place, even if they weren't more gold-efficient.
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But the thing is, Dwarfs aren't that weak in magic currently. Sure, your battlefield magic sucks (until you get anvils), but you can make that up by summons and rituals. There is also is a lot you can do with Journeymen in combat.
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I don't know about rituals making up for it, but I think the thunderers can help a bit making up for magic lack. I do see midgame potentially being a problem if you haven't hit anvils yet (which are really really amazing, and I love the changes to them)
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See Sombre's post at the end of 5th page for some good reasons why war machines/gunpowder sucks. This mod is a conversion of the tabletop dwarf army into dom3 universe, not a straight conversion (the reasons for that are manifold, I won't start listing them here). To tell you the truth, even if I had the tools to make workable war machines, I probably won't implement them. Why? Because they are boring (gameplay wise).
There really isn't anything intresting about a nation that is always hunched back to end of the battlefield with troops at "Guard Commander" in every battle. Thematic, sure. Boring as hell? Heck yes.
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That's not a big deal, just wondered was it something intentional, since the mod follows the tabletop pretty close. Besides, the anvils pretty much can do most of the "artillery" stuff anyways.
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(although Winged Shoes do not give mapmove 3, they just give mapmove +1)
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Pretty sure they give 3, as everything with flying has mapmove 3 (I could be wrong on that though)
And again, I'd like to stress how much I enjoy the mod, it's great fun and looks wonderful.