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May 23rd, 2008, 09:30 PM
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Second Lieutenant
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Join Date: Mar 2008
Posts: 448
Thanks: 0
Thanked 4 Times in 4 Posts
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Re: No Magic sites
This does sound interesting. Nice and simple.
I imagine this would whack out a good deal of micro.
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May 23rd, 2008, 09:45 PM
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Second Lieutenant
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Join Date: Mar 2007
Posts: 559
Thanks: 1
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Re: No Magic sites
I would not like to see the Bless, nerfed. I think that would be fairly thematic with a no magic motiff. Knights Templars and all that. I would not like to see the magic on the Pretenders restricted,either, just for that reason.
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May 23rd, 2008, 11:12 PM
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Corporal
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Join Date: Jan 2008
Posts: 55
Thanks: 1
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Re: No Magic sites
post removed for being stupid
__________________
life is like a hot tube it's good well your in it ,but if you stay in to long you get all wrinkly
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May 23rd, 2008, 11:15 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: No Magic sites
I also think it would be better to allow *some* magic on the pretenders. I could see it totally open, or at the least just capped at 4. Only allowing the minor blesses keeps them from being the focal point of the game, but still allows a little more range of strategy than "+3 all scales, build troops, go!".
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May 23rd, 2008, 11:40 PM
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Second Lieutenant
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Join Date: Mar 2007
Posts: 559
Thanks: 1
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Re: No Magic sites
Good Point, "Doors Man". It allows for a "military" scenario, but still allows for the differentiation for the different nation's sacreds.
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May 24th, 2008, 06:04 AM
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Corporal
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Join Date: Apr 2008
Posts: 68
Thanks: 0
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Re: No Magic sites
Quote:
jimkehn said:
I would not like to see the Bless, nerfed. I think that would be fairly thematic with a no magic motiff. Knights Templars and all that. I would not like to see the magic on the Pretenders restricted,either, just for that reason.
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Yes, yes, thematic and all that. The problem is that with that setup, the hardcore bless nations become completely invincible. The balance of the game will be completely off.
I'm cool with stuff that is thematic but not at (such great) cost of game balance.
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May 24th, 2008, 03:48 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: No Magic sites
Not sure if I agree or disagree. Trying to evaluate that, would an example be Vans? What others?
The 4-star blessings being:
+2 attack
20% air shield
+2 defense
+2 reinvigoration
+1 magic resistance
+100% affliction chance
+5% regeneration
+2 strength
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May 24th, 2008, 10:02 PM
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Lieutenant General
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Join Date: May 2008
Location: Utopia, Oregon
Posts: 2,676
Thanks: 83
Thanked 143 Times in 108 Posts
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Re: No Magic sites
Personally I think the first rank minor blesses seem reasonable. Nothing overpowered by any means, just some options and variations on how to organize your military. No one is going to be making hardcore thugs with those blesses.
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May 24th, 2008, 10:54 PM
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Corporal
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Join Date: Jan 2008
Posts: 55
Thanks: 1
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Re: No Magic sites
To me it would seem a waste of points to put all that magic on a pretenders when it won't be able to cast any decent spells
__________________
life is like a hot tube it's good well your in it ,but if you stay in to long you get all wrinkly
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May 24th, 2008, 11:23 PM
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Second Lieutenant
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Join Date: Jun 2007
Posts: 483
Thanks: 0
Thanked 6 Times in 3 Posts
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Re: No Magic sites
This is very interesting to me. I think if I were creating it, I would use these settings:
Definite:
--Age: Late
--Map Size: 200-300 provinces
--Magic Sites: 0
--Spell Level Limit: 3
--Research: Very Hard
--Pretender: Limited to level 6 in all schools of magic
--Worthy Heroes mod
--Conceptual Balance (Pretenders and Scales ONLY) mod
Possible:
--Ban Ermor and R'lyeh
--Few scattered water provinces, rest land
--Pretender limited to level 4 in all schools
--No independents mod
--Level 1 spells moved to level 2, 2 moved to 4, and 3 to 6
--Ban Caelum and Arco (tramplers may be overpowered)
--Limited selection of MA and EA nations permitted if desired (i.e. MA Man, EA T'ien Ch'i, etc)
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