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June 12th, 2005, 04:55 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re:
Quote:
Saber Cherry said:
Then it can't get poisoned, hurt, or repelled from head-butting.
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That would be the point, if it's going to be as good as wing buffet currently is.
Quote:
Only things with length, or armored things (like horns and scorpion stingers) should have length > 0.
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Or wing buffet, which repels pretty much everything other than pikes and lances.
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June 13th, 2005, 08:34 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
Thanks: 0
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Re:
I have made a modified blackunitview map containing all the units zen has changed in his spell mod. That hopefully helps to make comparisons easier.
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June 13th, 2005, 10:13 PM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 529
Thanks: 0
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Re:
Quote:
Turin said:
I have made a modified blackunitview map containing all the units zen has changed in his spell mod. That hopefully helps to make comparisons easier.
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I tried it out but I don't see any difference in Zen's units and the unmodded units, at least on the Devil and Vine Ogre that I checked.
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June 14th, 2005, 01:57 AM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
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Re:
Quote:
ioticus said:
I tried it out but I don't see any difference in Zen's units and the unmodded units, at least on the Devil and Vine Ogre that I checked.
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Too tired to jot down the stats on devils from unmodded to modded, but the vine ogre has 10 protection instead of 5.
__________________
Wormwood and wine, and the bitter taste of ashes.
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June 14th, 2005, 03:22 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re:
Quote:
ioticus said:
Quote:
Turin said:
I have made a modified blackunitview map containing all the units zen has changed in his spell mod. That hopefully helps to make comparisons easier.
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I tried it out but I don't see any difference in Zen's units and the unmodded units, at least on the Devil and Vine Ogre that I checked.
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Did you enable Zen's mod first...
I forgot to enable the heroes upgrade mod when viewing that map, so you wouldn't be the only one...
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June 15th, 2005, 12:12 AM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 529
Thanks: 0
Thanked 0 Times in 0 Posts
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Re:
Quote:
Endoperez said:
Quote:
ioticus said:
Quote:
Turin said:
I have made a modified blackunitview map containing all the units zen has changed in his spell mod. That hopefully helps to make comparisons easier.
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I tried it out but I don't see any difference in Zen's units and the unmodded units, at least on the Devil and Vine Ogre that I checked.
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Did you enable Zen's mod first...
I forgot to enable the heroes upgrade mod when viewing that map, so you wouldn't be the only one...
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Uh, Doh! That was it, thanks.
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June 15th, 2005, 02:21 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
Thanks: 0
Thanked 0 Times in 0 Posts
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Re:
Regarding the conceptual pretender mod, I get the feeling that almost all the human pretenders are still pretty useless. Spending 50-100(1-2 scales) points more and actually getting a decent combat chassis(naga) seems to be a dominant strategy.
In addition most humans seem to be pretty generic. a rime mariner/master druid/freak lord is just an archmage with cold resistance and one path preplaced.
So I�ve modified zen�s mod for myself, so that it raises their skill in their primary path to 2, gives the archmage 1 in every path and raises his cost, gives glamour to the arch seraph, gives the great sage a researchbonus of 20 and raises death on the bog mummy to 2(because you�d much rather take the dracolich or a normal lich than her).
But even with those changes I don�t feel that they are particularly good choices, because specialists are usually simply better than rainbows.
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June 15th, 2005, 03:17 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvink��, Finland
Posts: 2,703
Thanks: 0
Thanked 1 Time in 1 Post
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Re:
I'd hi...take Archmage in that mod. Definedly.
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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June 15th, 2005, 03:45 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
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Re:
Hmm. Just looking at it, seems to me the Blood Thorn has been nerfed rather too much. Damage 0 and strength not added??? It's not an athame, it's a stick of jello.
I can see damage 0; I could even see a negative damage on it (the ceremonial decorations, gold construction, etc) but not the bit about strength not being added. With a negative damage and strength, there would be very few commanders using it - some pretenders, giants, units that receive heroic strength; oh, and ones that could cast Astral Weapon of course. (Admittedly it would be okay against many independents for other commanders, but still relatively useless against late game commanders, summoned units, etc.)
__________________
Wormwood and wine, and the bitter taste of ashes.
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June 15th, 2005, 03:57 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
Thanks: 0
Thanked 3 Times in 2 Posts
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Re:
I think the idea with the blood thorn is to keep it as a path booster which uses a hand slot but remove it use as a weapon.
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