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November 18th, 2012, 05:41 PM
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Second Lieutenant
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Join Date: Dec 2010
Posts: 517
Thanks: 17
Thanked 35 Times in 24 Posts
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Re: Adept's Mod (weapon, magic and monster changes)
no, i am completely serious, reducing the price of militia(one of the most unfairly underutilized umits in the game) by 2 gold is a massive change that will shake the metagame to its core. maybe this daring mod will even go so far as to increase their strength stat by a single point to represent militia being mostly conscripts from rural areas. who knows, or dares to dream?
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November 19th, 2012, 04:49 AM
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Corporal
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Join Date: Aug 2011
Posts: 178
Thanks: 1
Thanked 47 Times in 8 Posts
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Re: Adept's Mod (weapon, magic and monster changes)
Did he ruin your favorite mod? sadface
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November 19th, 2012, 05:29 AM
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Second Lieutenant
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Join Date: Dec 2010
Posts: 517
Thanks: 17
Thanked 35 Times in 24 Posts
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Re: Adept's Mod (weapon, magic and monster changes)
on the contrary, this mod is my favorite, now and forever
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November 19th, 2012, 05:54 AM
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Corporal
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Join Date: Aug 2011
Posts: 178
Thanks: 1
Thanked 47 Times in 8 Posts
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Re: Adept's Mod (weapon, magic and monster changes)
Then I vote to rename this mod to "Admiral Aorta's favourite balance mod". To be clear its purely a rebalancing mod rather than a content mod.
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November 19th, 2012, 06:50 AM
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Second Lieutenant
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Join Date: Dec 2010
Posts: 517
Thanks: 17
Thanked 35 Times in 24 Posts
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Re: Adept's Mod (weapon, magic and monster changes)
that's fine with me, i would be honoured to give my name to such a wondrous mod
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November 19th, 2012, 06:53 AM
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Second Lieutenant
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Join Date: Dec 2008
Posts: 539
Thanks: 15
Thanked 43 Times in 34 Posts
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Re: Adept's Mod (weapon, magic and monster changes)
The non-apparent use is that militia become very gold-effective at patrolling and sieging (defense, offense).
CBM made the same change and the CBM world didn't implode.
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November 26th, 2012, 06:00 PM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
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Re: Adept's Mod (weapon, magic and monster changes)
You really think 7 -> 5 gold change would massively change the metagame? I was gonna go with 7 -> 6, but it seems like needless pussy footing.
I'll set it at 5 (and the little Markata at 4) for the latest multiplayer match with my local Dominions group. I guess I'll have funny stories to tell if it means things get out of hand.
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November 26th, 2012, 06:26 PM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
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Re: Adept's Mod (weapon, magic and monster changes)
A little addition. I feel the metagame, when it comes to militia probably needs to be changed. I've never met anybody willing to buy militia, except in truly bizarre one-off circumstances. You pay full food cost for the "soldiers" with weapon skills and morale 8. Mostly they are more a liability than an asset.
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November 26th, 2012, 09:32 PM
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Private
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Join Date: Oct 2012
Posts: 21
Thanks: 4
Thanked 0 Times in 0 Posts
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Re: Adept's Mod (weapon, magic and monster changes)
Making Militia NNE could help.
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November 27th, 2012, 12:33 PM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
Thanks: 19
Thanked 13 Times in 8 Posts
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Re: Adept's Mod (weapon, magic and monster changes)
Nne?
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