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January 11th, 2010, 08:53 PM
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General
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Join Date: Sep 2004
Location: Irving, TX
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Re: Nations under CBM 1.6
Quote:
Originally Posted by WraithLord
How fares MA Man in CBM 1.6?- In vanilla it is weak, has that improved?
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I'm playing them now in Utopia under 1.6, but it's not really a good game to judge them on, since money and resources are set to 250%.
They seem fine to me, though with perhaps less flavor, but when you can recruit 30 Knights of Avalon in one turn, it's kind of hard to judge what they would be like in a normal game 
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I occasionally post something useful.
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January 10th, 2010, 04:26 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
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Re: Nations under CBM 1.6
Quote:
Originally Posted by Sombre
Could reduce enc on the blacksteels but increase resource cost even more. That would make the units distinct.
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Agree. It seems like a logical way to do it.
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January 11th, 2010, 01:57 AM
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BANNED USER
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Join Date: Jul 2008
Location: Tacoma WA, USA
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Re: Nations under CBM 1.6
Its debatable that CBM actually weakens Man a little, since it moved Flaming Arrows to ench 5.
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January 11th, 2010, 03:14 AM
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: Nations under CBM 1.6
That's strange. I fired up a test game with MA Man under CBM 1.6 and didn't see wardens at all. Were they removed from the capital?
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January 11th, 2010, 11:21 AM
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Second Lieutenant
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Join Date: Jul 2007
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Re: Nations under CBM 1.6
You must have had a mod conflict (or anything...) because I could swear (almost  ) I've seen them as recruit anywhere troops.
I'm perfectly sure you can't have a troop recruitable everywhere but not in the capital !
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January 11th, 2010, 11:42 AM
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: Nations under CBM 1.6
Well I do have BI (Better Independents) on as well. No other mod.
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January 11th, 2010, 11:48 AM
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: Nations under CBM 1.6
ok I ran some tests. BI 2.1 conflicts with CBM 1.6 and removes wardens altogether.
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January 11th, 2010, 01:25 PM
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Re: Nations under CBM 1.6
I really appreciate QM's work on CBM but I must say I dislike the changes made to MA MAN. Specifically making warden recruitable in all castles is bad. I mean who needs yet another run-of-the-mill EN bless nations?- And why commit this to MA Man who was weak but had flavor. Now it's less weak but has no flavor. Who will ever want to recruit them archers or knights of Avalon under a strong bless?
Man could have been made stronger by giving it Merlin (S3+3 random picks) and Morgan Le Fay (s2d2n2?) heroes and by making mothers cheaper (100g) or have +2MR (so that they won't get MHed to death in mid-late game. It could have been tweaked in any other way, but making it another bless nation for me kills the last residues of fun it might have had.
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January 11th, 2010, 07:59 PM
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BANNED USER
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Re: Nations under CBM 1.6
Quote:
Originally Posted by WraithLord
I really appreciate QM's work on CBM but I must say I dislike the changes made to MA MAN. Specifically making warden recruitable in all castles is bad. I mean who needs yet another run-of-the-mill EN bless nations?- And why commit this to MA Man who was weak but had flavor. Now it's less weak but has no flavor. Who will ever want to recruit them archers or knights of Avalon under a strong bless?
Man could have been made stronger by giving it Merlin (S3+3 random picks) and Morgan Le Fay (s2d2n2?) heroes and by making mothers cheaper (100g) or have +2MR (so that they won't get MHed to death in mid-late game. It could have been tweaked in any other way, but making it another bless nation for me kills the last residues of fun it might have had.
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I particularly like the idea of Morgan/Morgana Le Fey (who would cause unrest), and perhaps some of the more famous arthurian knights (Lancelot, Gawain, Galahad, Tristam, Percival, etc) or perhaps a generic multihero: Knight of the Round table
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January 11th, 2010, 08:04 PM
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Major
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Join Date: Mar 2008
Location: Moscow, Russia
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Re: Nations under CBM 1.6
Quote:
Originally Posted by WraithLord
I really appreciate QM's work on CBM but I must say I dislike the changes made to MA MAN. Specifically making warden recruitable in all castles is bad. I mean who needs yet another run-of-the-mill EN bless nations?- And why commit this to MA Man who was weak but had flavor. Now it's less weak but has no flavor. Who will ever want to recruit them archers or knights of Avalon under a strong bless?
...
It could have been tweaked in any other way, but making it another bless nation for me kills the last residues of fun it might have had.
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Agree on this.
Another thing - EA C'tis got the price on their Hierodulae reduced again. I think this is completely off-target: they aren't recruited not because they are too costly, but because they are worthless. So the fix should be to give them some worthwhile ability, not reduce their price (even at 0, they would still require fort-turn - and High Priests pray better, bless better and can find lvl 2 holy sites...). In keeping with what they actually are, I'd think that the best ability for them is to produce (via summon or domsummon) some lizardmen units - I'd say normal lizard troopers/dancers/other Hierodulae or Princes at different domsummon levels.
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