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December 28th, 2010, 07:38 PM
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Major General
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Join Date: Mar 2008
Location: Serbia
Posts: 2,245
Thanks: 48
Thanked 84 Times in 46 Posts
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Re: CBM 1.7 released
You can't mass large amount of undead with BB, so UD leadership is pointless.
The soulless get killed in the first round they get reanimated in by the enemy, so you're left with only maybe a dozen at the end of the battle.
That's from my tests.
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December 29th, 2010, 07:29 PM
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Corporal
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Join Date: Oct 2009
Location: Moscow
Posts: 86
Thanks: 0
Thanked 6 Times in 2 Posts
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Re: CBM 1.7 released
I think that MA Shynuyama got overpowered in CBMs with size 1 goblins.
With size 2 goblins the strategy of Shynuyana was logical: with low resources, spent gold on army recruiting less effective goblins, with many resources, recruite effective dai bakemonos; with that palyer should survive untill research in construction and buffing spells would allow to make thugs and SKs from bakemono sorceres. Bakemono sorceres has good range of magic skills, and just enough hitpoints to cut enemy ranks opponents single-handly. Low attack skill? Any brand is forgeable. Earth, fire and water allow both usefull buffs and forgeable equipment, so shynuyama can strike at full force right when buffing sorcerers with soul vortex is available (with rare +1 death random, with skullface, with 1 death gem booster, probably it is possible to give skullstaff and equip with other items to compensate the absense of shield - soul vortex is castable), before magic research for all nations will go high and cheap bacemono sourceres mage-fighters will receive competitors.
With size one goblins shynuyama also don't have problems with initial expansion: low-resource cost goblins are competitors to any heavy infantry. So, for me it looks like size one goblins in terms of difficulty at early, mid, and late game turn shynuyama from average - easy - average to easy - easy - average. I don't think it is good.
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January 3rd, 2011, 08:07 PM
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Corporal
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Join Date: Dec 2009
Location: SF, CA
Posts: 182
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Thanked 3 Times in 3 Posts
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Re: CBM 1.7 released
Why not just put gemgens on summonable creatures like that sea troll thing that cost money in upkeep? Also, make them desert if there is no money left (this might be impossible to implement). That way gemgens are capped by income/territory and can't be spammed indefinitely (well up to 50).
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January 4th, 2011, 01:35 PM
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Sergeant
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Join Date: Jan 2009
Location: Reno, NV
Posts: 353
Thanks: 10
Thanked 14 Times in 6 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by Debaser8
Why not just put gemgens on summonable creatures like that sea troll thing that cost money in upkeep? Also, make them desert if there is no money left (this might be impossible to implement). That way gemgens are capped by income/territory and can't be spammed indefinitely (well up to 50).
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Good idea IMHO. Way to convert gold into gems.
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January 30th, 2011, 10:40 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: CBM 1.7 released
Found a bug:
#selectspell "Infernal Disease"
#fatiguecost 7
#end
7 should be 700.
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January 30th, 2011, 11:30 PM
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BANNED USER
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Join Date: Sep 2010
Posts: 84
Thanks: 5
Thanked 10 Times in 4 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by Debaser8
Why not just put gemgens on summonable creatures like that sea troll thing that cost money in upkeep? Also, make them desert if there is no money left (this might be impossible to implement). That way gemgens are capped by income/territory and can't be spammed indefinitely (well up to 50).
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While putting the gem gen on a specific unit does help somewhat, it doesn't solve the problem of gems being turned into ever greater numbers of gems. Also, commanders _can't_ desert, so even if you were operating at a deficit you wouldn't need to worry about losing your gem supply. Non-commanders can't have gem generating abilities of course since they don't have an inventory. Thus, you still aren't limited by income/territory.
Before you ask, no you can't set a specific number of summons like the ele royalty, and no you can't make it so you can only have 1 summon per province. Simple price adjustments won't really solve the problem, since the cost/benefit is based on the size of the game. Not to mention that gem gens didn't really make "underpowered" nations all that much better since many power nations had little difficulty forging them themselves. If you really want to hash over gem gens again then search the forums for the 1.6 thread, there was plenty of drama over them in that thread IIRC.
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January 31st, 2011, 05:34 AM
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Sergeant
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Join Date: Mar 2010
Posts: 225
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Re: CBM 1.7 released
Nobody uses sea troll kings as gemgens. I think it means that it's possible to find some golden mean when such creatures become good, but not dominant.
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January 31st, 2011, 10:46 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: CBM 1.7 released
Just because the Trolls take 55 turns to break even. In very large games I think I would use them as gen gems. And use all the "free" trolls to attack. (The additional troops add 50 gp upkeep, the sea king only 10).
But most mp games are rather small games.
I would support gengems as units with large costs (and perhaps additional units). Or immobile creatures. So you have point which can be attacked to destroy the gengems.
Question, do gems generated by units show up in the score charts?
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January 31st, 2011, 11:02 AM
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BANNED USER
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Join Date: Sep 2010
Posts: 84
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Thanked 10 Times in 4 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by Soyweiser
Question, do gems generated by units show up in the score charts?
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No, this is also part of the problem, as it is possible for the graphs to be very misleading in terms of true gem income w/gem gens in the game. This is also a problem with blood, but that is far less easily fixed.
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January 31st, 2011, 11:35 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: CBM 1.7 released
Quote:
Originally Posted by TheConway
Quote:
Originally Posted by Soyweiser
Question, do gems generated by units show up in the score charts?
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No, this is also part of the problem, as it is possible for the graphs to be very misleading in terms of true gem income w/gem gens in the game. This is also a problem with blood, but that is far less easily fixed.
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True, but blood is counterable in other ways. Raiding to put the unrest up/kill the hunters, armageddon to destroy the population. Remote attack spells to increase unrest.
Removal of the SDR also decreases blood power.
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