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View Poll Results: Should treelords have the immobile flag?
Yes 18 54.55%
No 15 45.45%
Voters: 33. You may not vote on this poll

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  #21  
Old December 23rd, 2005, 10:18 AM

Turin Turin is offline
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Default Re: Treelords in Conceptual Balance

but you should really tone down the gem generation a little. Right now it´s pretty crazy, the n6 treelord pays for itself after only ~8 turns. And then you still have a supersturdy n6 mage.

I´d say remove the misc slots and give them 2 less gems per turn each and they´d be fine.
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  #22  
Old December 23rd, 2005, 10:19 AM
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Default Re: Treelords in Conceptual Balance

yah, that sounds about right
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  #23  
Old December 29th, 2005, 08:26 PM

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Default Re: Treelords in Conceptual Balance

with arm slots they could also wield shields/ weapons. Not usually a problem, since they're nearly immobile, but their stats arent bad at all, and they could be rather nasty fighters. Just a thought.
Pro Immobility, Valandil.
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  #24  
Old January 14th, 2006, 12:01 AM
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Default Re: Treelords in Conceptual Balance

If I might make a totally odd suggestion. Since Tree Lords (ents) are notoriously neutral when the spell is cast it should result in a new magic site that is the tree lord. He might decide to ally with you and turn up in a battle, but his real concern is making the forest a safe place for trees. So he add growth and life to the province, pumps vine critters into PD if he likes you, and does attrition attacks on eco unfriendly troops. If you attempt to build a castle in the province he should attack you and make the province independent if he wins. Then he builds for max defense. Give him an enter site option for any nature mage (pluses for druids) that lets you make deals with him.
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  #25  
Old January 14th, 2006, 12:08 AM
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Default Re: Treelords in Conceptual Balance

It could be his own chunk of a dying treelord that he is holding, in which case you get an insane treelord with hairy palms. Now that's disturbing. Next we'll have marxists.
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  #26  
Old January 14th, 2006, 06:59 AM
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Default Re: Treelords in Conceptual Balance

Always assumed Dominions was an opiate, really...
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  #27  
Old January 14th, 2006, 09:38 AM

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Default Re: Treelords in Conceptual Balance

IMHO Immobile Treelords are pretty useless...and additionnal measures to keep them totally immobile (no misc for example) only make this worse.
And why should they be immobile ? They're trees, but magical ones ! Tolkienite Ents do move eventually, so why Dom Treelords couldn't ? "Natural" explanations such as "trees don't move" are out of place here : did someone ever cross an Ice Devil IRL ? Still I see them in every game I play !
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  #28  
Old January 14th, 2006, 09:41 AM

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Default Re: Treelords in Conceptual Balance

but the fact that a treelord can go flying around just seems stupid. even in a fantasy game
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  #29  
Old January 14th, 2006, 09:47 AM

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Default Re: Treelords in Conceptual Balance

Quote:
shovah said:
but the fact that a treelord can go flying around just seems stupid. even in a fantasy game
Sure, but it's not a Treelord problem ! A flying fountain doesn't make much more sense...
I remember the game where I put 3 Tarrasques on a Flying carpet, I had a good laugh too
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  #30  
Old January 14th, 2006, 09:59 AM

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Default Re: Treelords in Conceptual Balance

true but does a fountain need roots in the ground?
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