|
|
|
|
|
October 8th, 2008, 04:58 PM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Nation - Tomb Kings - Released!
Yeah, it's probably Mytheology.
|
October 8th, 2008, 05:52 PM
|
Private
|
|
Join Date: Sep 2008
Posts: 21
Thanks: 16
Thanked 2 Times in 2 Posts
|
|
Re: Nation - Tomb Kings - Released!
Well there's my problem right there. I guess if I have to sacrifice one of the two (Mythology vs CBM) I'll happily drop Mythology.
|
October 8th, 2008, 06:46 PM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Nation - Tomb Kings - Released!
With regard to the regeneration issues earlier - it does work on all units apart from the scorpion. It turns out the scorpion doesn't get it because it's lifeless. I might consider changing that, but actually it might be quite good to leave it in as a weakness, the scorpion being beastily powerful and all.
The healing definitely works. But like all "damage" it fluctuates wildly. Some hits won't work, some will heal a lot.
|
October 8th, 2008, 07:14 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Nation - Tomb Kings - Released!
Alright, thanks for looking into it llama. I don't think it's a problem the scorpion can't regenerate as long as everything else can. They are definitely quite good as is.
Last edited by rdonj; October 8th, 2008 at 07:20 PM..
|
January 5th, 2009, 03:01 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Nation - Tomb Kings - Released!
Should the Tomb Kings really be lifeless? They're not really magically animated constructs, and I would really like to have regenerating tomb kings right about now :P
|
January 16th, 2009, 08:27 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Nation - Tomb Kings - Released!
Now that the game is pretty much over, I wanted to mention something that's been bugging me about tomb king randoms. They are almost too random. It's very hard to get more than 1 in astral, earth, and air, which makes it very hard to get boosters, site search, etc in those paths without having them on your god. And I am not sure that playing without a good bless is a very good idea for nehekara. In the warhammerama game I got exactly 1 tomb king with 2 earth, but it was a bit too late unfortunately, I just didn't have the earth income to do anything with it. But what really killed me was not getting a single king with more than 1 astral. It's pretty tough expanding your magic diversity with them... at least when you're stuck fighting in 12 or so provinces for the entirety of your existence, involved in ridiculously bloody and devastating wars :P
|
January 16th, 2009, 08:37 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Nation - Tomb Kings - Released!
You started it by being edible. Well, semi edible.
|
January 16th, 2009, 09:06 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Nation - Tomb Kings - Released!
There is that small detail. I'm still getting used to this whole multiplayer thing. It's a bit like playing chess to sp's risk. And my chess-fu was just not jiving there.
|
January 17th, 2009, 10:39 AM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Nation - Tomb Kings - Released!
Hmm, I'll have a think about the paths. I think they're fairly normal for MA though. I was thinking of Marignon when choosing them. They've got similar diversity to Marignon, but unlike Marignon they have at least some chance of getting level 2 in the rare paths, and they're really quite powerful in death, whereas Marignon have lower level astral with their fire. However, Marignon does have the big advantage of communions.
On the other hand, you could argue that being as they're so expensive, it'd be nice to have a bit more chance of getting a third decent path. Earth in particular seems thematic. Hmm.
You reckon they need a bless? I'm not sure how I feel about that. They are super-holy oriented, so it's not unreasonable. I always think it's a shame when the sacreds supercede all the other units a nation has though (as happened in this game with the Lizardmen - I only built Temple Guard after the first few turns). Do you have any thoughts on that?
|
January 17th, 2009, 02:29 PM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Nation - Tomb Kings - Released!
Well, you might be able to play decently without a bless, it's just very hard. Your units are pretty resource-expensive for what they're worth, and of course normal gold costs. And then they need several priests with each army to cast holy spells to keep your units alive. And your units are vulnerable to banish, dust to dust, and wither bones, the last one especially deadly to you. Their high mr is a bit of a mixed blessing since it makes the holy spells less effective. But they're much more useful on normal units than the astral blessed sacreds I had in our game.
Anyway, your early magic research is going to be hurt a lot from having to use so many priests early on, or you're going to have to take production.
It's possible you could do without a bless but it would make a lot of units much weaker.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|