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May 1st, 2008, 10:15 AM
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Private
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Join Date: Apr 2008
Posts: 16
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Re: Mega Age II (Kingmaker) Sign Up!
what kind of gear would u usualy put on a banelord to make him effective?
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May 1st, 2008, 10:18 AM
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Major General
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Join Date: Jan 2004
Location: Columbus, OH
Posts: 2,204
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Thanked 49 Times in 31 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
Quote:
Baalz said:
Yep, obviously this is a great oversimplification, but if you do accept my previous suggestion that 10 gems = 2 extra combat casters (which makes sense if your mages are constrained by your number of castles and you have a research target) then an outfitted banelord is more like 6 extra casters. Obviously everything has its use, but 6 banefire/enslave mind/gift of heaven/thunderstrike spamming mages can most certainly trump a decked out banelord in lots of situations.
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I don't even like banelords that much as thugs.
Jazzepi
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May 1st, 2008, 10:21 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
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Re: Mega Age II (Kingmaker) Sign Up!
I really fear that nations that need some magic to work will be screwed here, not much space, difficult research, no CBM... probably astral powerhouses and bless nations are the only that can really be competetive. I really think that Mind Hunt, Master Enslave, Magic Duel should be simply removed from the game, that would make game more interesting.
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May 1st, 2008, 10:59 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
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Thanked 12 Times in 8 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
Mind Hunt is not that better than Seeking Arrow (which can't be resisted and kill most humans commanders), or Earth Attack and national assassination spells. In a large game trading for some antimagic amulets in not that hard.
Magic Duel is a spell very rarely used, it's just a problem if you have an astral 1-2 pretender and want to use it on the battlefield against an astral nation (not a good idea).
Master Enslave come late with slow research, remaining players should have a way to cast antimagic, but I agree in some situations (round one casting in defense, when the ennemy can't protect his army) it's one the most overpowered spell (like any instant spell not counterable in round one).
I'd like a game mechanic to be created, making impossible to use any instant battlewide offensive spells in round one (not only Master Enslave but also Rain of Stones, Earthquakes, Bone Grinding, Arcane Domination, Undead Mastery, Unraveling) so the attacker has one round to cast army buffs ; then endgame battles can't be resumed by "defender wins if he has mages and gems". But as this mechanic isn't present, and such a rule is totally unenforcable, I think it's better to play with them than to remove all the spells in this category (and see no reason to remove only master enslave, the problem is not a particular spell).
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May 1st, 2008, 11:40 AM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
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Re: Mega Age II (Kingmaker) Sign Up!
We need to refocus the thread if possible on the game, though I am as guilty as anyone. Eight more people need to send in race selections, and then I can do the race division.
The Game will not start before May, 15 in any event. But if people know their races earlier, it will give them more time to customize their pretender.
1. Zenzei
2. Mr. Sparkle
3. Llamabeast
4. Drake49
5. Mazel
6. Cor2
7. Admiralzhao
8. Moderation
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 1st, 2008, 11:43 AM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
I will send in my final list with alternatives tomorrow.
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May 1st, 2008, 11:46 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
If you let me in I'll send my selection right away.. Llama can make a new game of his own for example
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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May 1st, 2008, 12:23 PM
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Sergeant
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Join Date: Feb 2008
Posts: 235
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Re: Mega Age II (Kingmaker) Sign Up!
I too will send my list by tomorrow. Selecting a nation for this game really requires some thinking.
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May 1st, 2008, 12:32 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
I will have to get thinking!
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May 1st, 2008, 12:33 PM
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General
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Join Date: Oct 2007
Location: Poland
Posts: 3,414
Thanks: 26
Thanked 73 Times in 49 Posts
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Re: Mega Age II (Kingmaker) Sign Up!
Anyone interested in creating Weak Nations Confederation [WNC]? We could use our crappy troops, research-dependant mages to fight off all sacreds, elephants, hydras...
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