Quote:
Originally Posted by NTJedi
Quote:
Originally Posted by chrispedersen
SC's are too powerful. Instead of autokilling on 75, it should be autokill on 50.
|
It's wrong to leave an unrealistic and auto_kill game function within the game when better measures can be taken to deal with SC's being too powerful.
This can be done if the developers were to add new spells which cause insanity on the target. Each time the target is successfully struck by the spell it adds 3 insanity. Another idea is adding a few new summon creatures which horrormark those which kill it. Another idea is a ritual spell which randomly teleports one commander, mage or SC to a random province. I'm working on a mod which can provide the first two suggestions, but I wish I could mod the autokill of turn75 to something of turn125.
|
I couldn't disagree more. I don't know what *unrealistic* has to do with an imaginary game with blood sacrifice, magic, and unicorns.
While I think your ideas of new spells are great, I would still be opposed to removing the autokill. Have you ever tried killing a properly kitted chayot, grigory, or regenerating sphinx? It can be bloody hard. One of the tactics I *like* to do is to get them to berserk and auto kill them.
I can equally argue that the problem is not the time limits - its wrong to leave unrealistic and autokill SP's!