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  #41  
Old July 8th, 2009, 05:02 PM
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Default Re: Holy War 0.8 - Minor update

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Originally Posted by Trumanator View Post
Just want to say that this mod makes playing Ctis MUCH more entertaining. Being able to expand with your prophet and Lizard Kings casting chastise means that your armies are essentially self-sustaning, and you even pick up indy commanders to ferry reinforcments! I would imagine though that it could be a little weird when combined with a nation that has a lot of holy national spells, like LA Ctis or MA/LA Ermor...
Chastice self-sustaining? Nice, I never really managed to achieve that. I'm always losing more guys to archers than I get with chastice (which is usually about 0-2 guys at most). Unless you manage to only fight barbarians all the time (It's pretty funny how easily the barbarian chiefs fall to chastise, but it's kind of thematic now that I think about it).

Well, I'm not too worried about Ermors or LA C'tis. No matter what I do, priests cannot research, forge items or cast globals. Eventually they will have to give way to the mages. Since every national priest you recruit is one mage less, there is a major opportunity cost involved.

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Originally Posted by Gregstrom View Post
I have to say that in my (probably more limited than it should be) pre-game testing I've seen quite a lot of holy sites turn up - maybe 1 per 3 provinces. That may not be representative, of course.

Given the lack of recruitable indy priests, this probably isn't too bad. It probably reduces overall gem income a little, but I quite like it anyway. The recruits are interesting and occasionally cool, and the added flavour is great. Some sites are good enough to influence fort placement, I think.
Hmm. 1 site per 3 provinces is a tad too much. I'd prefer 1:4 or 1:5 ratio. Remember that I might of have gotten a stastistically lower results in my 2 test games, so I'm always intrested in hearing about player experiences.

"Lack of recruitable indy priests" -> Well sort of. But don't dismiss priest initiates immediately, they cast blessing at the start of combat, which is only way to get your guys blessed before the defender begins (to get twist fate from S9 bless, for example).

Yeah, some sites definately affect my fort placement. Templar Monastery (Templars! Templars!)/ Distant Holy site (Battle Pilgrims are suprisingly solid infantry)/ Church of Penance (Penitents are solid).

One thing I've been wondering is the Pilgrims (probably the most common recruit in the mod). Are they usable? Currently they're just buffed militia (survivals, ap2, good morale, medicore def), is anyone suing them? If they're too weak, I could probably justify Sticks and Stones on them (if I were to up the cost of course too).
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  #42  
Old July 8th, 2009, 05:31 PM
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Default Re: Holy War 0.8 - Minor update

Ooh, Chastise vs. elephants . It's rather a good countermeasure to the elephant rush, now I've thought about it.

I quite like pilgrims as chaff, as it happens. They feel a lot more solid than militia. I agree with you over Penitents, and am happy if they turn up on a site.

I hadn't thought of the #onebattlespell virtues of priest initiates. They add to the value of an S bless in the late game, as a partial antidote to turn 1 Master Enslave.

Your monks with the 2 Chi Kicks have an awesome defence score, by the way. 24 or so, IIRC.
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  #43  
Old July 9th, 2009, 02:00 AM
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Default Re: Holy War 0.8 - Minor update

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Ooh, Chastise vs. elephants . It's rather a good countermeasure to the elephant rush, now I've thought about it.
Yeah, it is. I got really suprised by this in the Unsanity game. My Mammoth became loose cannon as they constantly switched sides due to chastise spam (from both sides) while constantly losing morale to the "Frighten" effect . It was kind of silly, hoping for the enemy to control as they finally decide to flee with their -20 morale (so that they'd flee over the opponent, not me)

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Your monks with the 2 Chi Kicks have an awesome defence score, by the way. 24 or so, IIRC.
This is a bug, someone else mentioned this too, They're supposed to have 16 (13 base + 3 from quaterstaff) and this shows on my end. What mods do you have active?
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  #44  
Old July 9th, 2009, 04:37 AM
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Default Re: Holy War 0.8 - Minor update

Hrm. They have Chi Kick twice as #weapons...
(searches mod files)
...and CBM 1.5 gives Chi Kick +4 defence.

That would cover it.
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  #45  
Old July 9th, 2009, 05:28 AM
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Default Re: Holy War 0.8 - Minor update

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Originally Posted by Gregstrom View Post
Hrm. They have Chi Kick twice as #weapons...
(searches mod files)
...and CBM 1.5 gives Chi Kick +4 defence.

That would cover it.
Hrm.. Problematic. I'll probably have to replace the Chi kick with a regular kick.

Thanks for seeing the trouble of figuring out the problem!
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  #46  
Old July 9th, 2009, 05:46 AM
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Default Re: Holy War 0.8 - Minor update

Glad to help, especially with the mods I enjoy playing.

Besides, it kinda goes with the whole Mod Compatibility Index thing.

Btw, why not create a new kick weapon of your own? Regular kicks are a bit weak.
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  #47  
Old July 9th, 2009, 05:47 AM

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Default Re: Holy War 0.8 - Minor update

Oh, that's a shame! I thought they were intentionally awesome. If they are going to be def 16 I think they are probably overpriced, having no protection. It's hard to fix that with a bless.

In any case, you should make your own chi kick rather than just using kick. It'd be a shame to lose the magic weapon status on it.
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  #48  
Old July 9th, 2009, 04:41 PM
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Default Re: Holy War 0.8 - Minor update

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Btw, why not create a new kick weapon of your own? Regular kicks are a bit weak.
We'll I'm a bit.. conservative when it comes to weapon/armor/monster slot usage. I'm just that cheap by nature. If there is a limited resource of something, I'll use just as few as I can manage. (that's one reason why Alugra & CPCS burn so many spell slots, I didn't know that new spells were limited when I was making them, so I went absolutely nuts).

So I really hate to make single weapon for just one unit. But I guess I could justify it now. I'll probably give them "Rock Punch" or something with "Stun" as secondaryeffect. That way, I could also fill the "Elemental quatro" of attacks on the Anointed Monk (he's from an uncommon site, so you've probably haven't seen him)

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Originally Posted by llamabeast View Post
Oh, that's a shame! I thought they were intentionally awesome. If they are going to be def 16 I think they are probably overpriced, having no protection. It's hard to fix that with a bless.
Well, since I'm probably going to replace their two kicks with one strong magical punch, I probably could up their defense & attack back to 14.

I really don't want to go overboard with thier defense, since their two weaknessess can be easily overcome by 2 spells (Army of Lead/Gold + Arrow Fend).
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  #49  
Old July 9th, 2009, 05:23 PM
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Default Re: Holy War 0.8 - Minor update

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Originally Posted by Burnsaber View Post
We'll I'm a bit.. conservative when it comes to weapon/armor/monster slot usage. I'm just that cheap by nature. If there is a limited resource of something, I'll use just as few as I can manage. (that's one reason why Alugra & CPCS burn so many spell slots, I didn't know that new spells were limited when I was making them, so I went absolutely nuts).
Having looked at the numbers recently, I can sympathise. However, I don't think the resources in question are that tightly limited (except spell slots - I don't think JK and KO were expecting people to be as inventive as you were in CPCS). Mostly, they're just used really inefficiently.
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  #50  
Old July 9th, 2009, 05:36 PM

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Default Re: Holy War 0.8 - Minor update

You can't give a guy with a quarterstaff a punch. I object. Kicks are all good.

I don't think there's much of a shortage of weapon, amrour and monster slots is there? Spell slots seem to be the problem I think. I'm going to plea to JK to give us more spell slots when I get a chance.
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