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  #101  
Old March 25th, 2005, 03:44 PM

Scott Hebert Scott Hebert is offline
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Default Re: Random Picks and Modding...

No, but I'd guess around 200g.

After all, this assumes the base 30g commander. And considering the Seraph's 'plusses', I can't see many commanders having more than that.
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  #102  
Old March 26th, 2005, 02:56 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Random Picks and Modding...

Quote:
Scott Hebert said:
King of the Deep - 180

Ack, now you've gone the other way. W3 is actually useful on these guys, as they can get W5 without path boosters, leading to three water spells that are actually very useful. The water queens, murdering winter, and niefel flames. These guys are also almost buff enough to use as mini-combatants.

Quote:
Arch Theurg - 310
These guys are so fragile, and you still have to decide between building another castle for more communicants, or these, so this might be okay.

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Serpent Priest - 165
This seems like a decent price for the general lack of power they have.

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Crone of Avalon - 155
I'd stick with no less than 180 gold myself, as that's about the break point for gold leftover after buying high-resource troops with order 3.

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Tuatha - 205
What kind of cost reduction did you have to apply to get this. I assume it has to do with how many mages of the total are capital only?

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Marshmaster - 145
Interesting that this guy is so low.

As for the rest, I can definetly see that there will be more mages around. Looking at the actual costs in this case, I'd say that some of them are probably too cheap. It would make an interesting game, but not one that everyone would want to play. Did you not count physical stats that much in this case?
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  #103  
Old March 28th, 2005, 02:06 PM

Scott Hebert Scott Hebert is offline
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Default Re: Random Picks and Modding...

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Graeme Dice said:
Quote:
Scott Hebert said:
King of the Deep - 180

Ack, now you've gone the other way. W3 is actually useful on these guys, as they can get W5 without path boosters, leading to three water spells that are actually very useful. The water queens, murdering winter, and niefel flames. These guys are also almost buff enough to use as mini-combatants.
*shrug* You can't have it both ways. Either you balance to the good, the bad, the middle, or some standard we don't as yet know. Before, you told me I was balancing towards the bad end. Now, you're telling me I'm balancing towards the good end. What, in your opinion, would be a better balance point?

Quote:
Quote:
Tuatha - 205
What kind of cost reduction did you have to apply to get this. I assume it has to do with how many mages of the total are capital only?
5%, plus 5% for each other capital-only commander.

Quote:
As for the rest, I can definetly see that there will be more mages around. Looking at the actual costs in this case, I'd say that some of them are probably too cheap. It would make an interesting game, but not one that everyone would want to play. Did you not count physical stats that much in this case?
Well, people complained that I cared about physical stats when no one seems to care about physical stats on mages. Therefore, I used the 30g base for a commander that IW states, and then applied a new spell path cost based on making a Seraph 100g, with proper extrapolation.

I figured that if the Seraph's base body was only 30g, not many others could have a cost above 30g (what with their innate flying and cold immunity).

Vanheim and Tuatha mage-commanders had a base cost of 50.
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  #104  
Old March 28th, 2005, 03:05 PM

Huzurdaddi Huzurdaddi is offline
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Default Re: Random Picks and Modding...

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Graeme Dice said:
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Huzurdaddi said:
Zen has done this in his mod and it is getting a serious workout in the Faerun game.
I didn't last long enough in that game to see how those changes worked, so what kind of effects are army of gold and lead having?
Well I left the game about 25 turns ago since it was consuming literally 2 hours every night but soapyfrog kindly took over for me.

I had setup a huge blood hunting empire and tartarians factory. The combination is making for very large armies of fiends ( since contracts are cost inefficient on this map ) supported by army of gold/lead and weapons of sharpness. The combination is very effective. However the armies soapy is making ( I was planning on making them 50 fiends strong ) are much larger than I was planning ( he is going for 150-250 strong armies ) and so the weapons of sharpness is not covering all of the fiends. So SC's are able to living sometimes.

However sopay's huge armies are far more intimidating and they break down walls of any fort in 1 turn so it's a trade off ( he also does not have enough tartarians with 5E to make 50 fiend armies ).
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