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  #61  
Old May 12th, 2005, 05:16 PM
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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

I would deep-six soul contracts entirely if I were you. Just my opinion. Vampire Lords could be a problem too, you never know.

Actually I would deep-six all gem generators, but I guess in that case you'd have to do something about troll kings, sea kings etc.

But that's just my opinion, the nerfs you presented will probably work out OK, at least until the game goes crazy around turn 70 or so
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  #62  
Old May 12th, 2005, 05:35 PM

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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

Quote:
Oversway said:
Quote:

BTW: Ulm is *s00pa* in this mod. Wowzie. As is Atlantis.

Doing some test games, I don't yet see a big boost for Atlantis, at least not compared to other nations...want to clue me in?
Well seeing as I am your neighbor ... no

Aww heck ok. IIRC their basic infantry became quite a bit cheaper. Combined with the supply boost this made taking indeps quite easy. At least it did in my trial runs. Maybe it won't work out like that in the real game.
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  #63  
Old May 12th, 2005, 05:51 PM

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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit


Yeah the shamblers did drop in cost. I almost never used them, now perhaps I will. But I don't think atlantis is unbalanced, although I hope I'm wrong
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  #64  
Old May 12th, 2005, 06:39 PM

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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

Quote:
Soapyfrog said:
I would deep-six soul contracts entirely if I were you. Just my opinion. Vampire Lords could be a problem too, you never know.

Actually I would deep-six all gem generators, but I guess in that case you'd have to do something about troll kings, sea kings etc.

I vote for no gem generators also. Give Devils, Vampire Lords, and Vampires a hefty gold cost so players can't afford the upkeep for large armies of them.
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  #65  
Old May 12th, 2005, 06:55 PM
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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

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Catquiet said:
Give Devils, Vampire Lords, and Vampires a hefty gold cost so players can't afford the upkeep for large armies of them.
This is a bit difficult though cause then we would need to do this with all the other stuff also. If we would make Devils cost upkeep we would need to do the same for Mechanical Men, Tartarians, Vine Ogres etc. etc. . And we would need to do it with SCs/Thugs as Banelords,Devils,Tartarians and Uniques also.
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  #66  
Old May 12th, 2005, 07:01 PM

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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

Actually, the best solution is for all troops to cost upkeep and then to raise the income levels to compensate.

Either that or have no troops (other than commanders) to cost upkeep.
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  #67  
Old May 12th, 2005, 08:14 PM

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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

Quote:
Boron said:
This is a bit difficult though cause then we would need to do this with all the other stuff also. If we would make Devils cost upkeep we would need to do the same for Mechanical Men, Tartarians, Vine Ogres etc. etc. . And we would need to do it with SCs/Thugs as Banelords,Devils,Tartarians and Uniques also.
Mechanical Men, ect cost gems and then get used up in battle. With Soul Contracts you can invest some blood slaves and then pump out one devil per turn for the rest of the game. Vampire Lords can pump out flying immortals.
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  #68  
Old May 12th, 2005, 10:59 PM
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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

I would like to see how the game plays with the mods but no additional nerfs.

There have not been too many games (if any) played with this particular configuration of mods. It would be good to see how they affect things without adding too many additional variables to the mix.
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  #69  
Old May 13th, 2005, 10:49 AM

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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit


Yeah! Considering how heavily modded this game is and the extreme settings, who knows how it will play out?
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  #70  
Old May 13th, 2005, 05:57 PM
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Default Re: Faerun-Zens Scales/Pretenders/Spells,SCs Unit

It will play out with lots of clams and devils
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