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  #11  
Old November 25th, 2007, 10:25 AM

Maraxus Maraxus is offline
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Default Re: Blood Elves

PS: The new god is too strong.

I started a small duel with 1 AI on silent sees and basicly all I did was hopping around with that monster, untill I found the opponent and than single-handly crushed him
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  #12  
Old November 25th, 2007, 10:40 AM

Aezeal Aezeal is offline
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Default Re: Blood Elves

so all in all a vastly overpowered nation? (since that seems to be the essence of every thing you mention)
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #13  
Old November 25th, 2007, 10:58 AM

Maraxus Maraxus is offline
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Default Re: Blood Elves

Well, if a nation has some aspects that are massively overpowered and some that are underpowered, that does not make it balanced, because you will only use the overpowered aspects of the nation.

The God is definitly overpowered. It costs lot's of points but that does not really matter because he is virtually unstoppable.

The "Archer" is overpowered, a 55g/38r unit with 25 defence

The Blood Charlise commander is overpowered: 145g for a blood3 holy 4 commander - not only is he reasonably good in blood hunting for the price, give him a jade knive and a temple and he dominionkills Mictlan. (well, almost)

The other stuff would all work on it's own, through there are other aspects that are very powerful (like the Ritualist with a succubus power of 20), that in combination can be to good.
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  #14  
Old November 25th, 2007, 12:38 PM

Abish Abish is offline
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Default Re: Blood Elves

nerfed

the Pretender,and unit's for balance
if i am right they not effect the used units
Attached Files
File Type: rar 566811-blood2.rar (60.4 KB, 67 views)
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  #15  
Old November 26th, 2007, 08:07 AM

Abish Abish is offline
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Default Re: Blood Elves

btw how is it now with the nerfs??
borring or good?
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  #16  
Old November 27th, 2007, 07:49 PM

Maraxus Maraxus is offline
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Default Re: Blood Elves

Okay, now the finer changes can start.

The Units seam okay, but are heavyly overprived (except for the Deceiver, that is probably somewhere between slightly overpriced to just right).

The Frozen Katana looks confusing. Only 8 damage without strength bonus? This is too weak. Furthermore, you have set the damage to cold and then to shock, what overwrites the first. So it deals shock damage? Usually this is armor negating, but you have to mod this into the weapon separately.
So what shall it be? 8 armor negating shock damage seams okay, but does not fit the name "frozen katana". You might want to use #cold and #secondaryeffect to add shock damage.

darkened Fairy: Might I suggest the name "Dark Fairy"? Furthermore, while Mind Blasts don't fit that think, it would be good to add any (melee)weapon. And maybe an Elf Shot. In exchange, I'd change the Map-Movement a bit. 3 would be better.

Summoneress: Interesting Unit. Forges your rod with 1 point discount and offers a unique way to deal with blood hunting unrest. Since it's so new, I can not really judge it but it looks okay. Strange but okay balanced.

Blood Charlice: This is still a very powerful unit and your strategies will likely go around this. No other nation has recruteable holy 4-commanders. They will be your blood hunter, sacrificer, mages and priests for cheap gold.
However, seeing the rest of the nation, here it is possible.

Ritualist: Your Seducers. In contrast to Arcosvale, they are recruitable everywhere and hard to resist. This makes a powerful option, but it is counter-able (Opponent used female or undead thugs). Very specialised but still strong in what it is supposed to do.
Again, in other nation setups, it might be to strong, but given that your end-game magic will mostly come only through summoned bloodcreatures, this is okay vor this nation.
You might want to explain, why it uses 2 mind-blasts, however.




PS: To better get a feeling for good costs in gold and resources, I'd suggest you play a few more AI games with various nations.
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  #17  
Old November 28th, 2007, 03:39 PM

Abish Abish is offline
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Default Re: Blood Elves

ok i think i overdone my self now

fixed the defence with the right mobs
fixed the over writeing of ingame mobs
fixed names
fixed cost and adisional things
also they are not called Blood Elves but rater demonic elves

Add new weapons with awsome special effects
Add new cooler names to mobs and weapons

also 1 self made mob new



think i start tomorrow on a awsome Pretender and some addisional mobs
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File Type: rar 567440-blood4.rar (67.5 KB, 58 views)
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  #18  
Old November 28th, 2007, 07:27 PM

Maraxus Maraxus is offline
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Default Re: Blood Elves

That beutyful succubus is the new summoner? it looks a bit fat in the 64 pix² - Pic.
When you size-reduce pictures, the edges blur into the backround and you have to correct that manually (since every pixel counts)

About the stuff: Now, the frozen katana is armor negating AND adds strength? Too powerful.

The other thinks needs a lot of fine work, too.

Maybe I'll do that at some time. Or you do, but first, I really advice that you play the game more and get a feeling for the right gold-prices and stuff.

For now, I have slightly improved the 64x64 pics.

It could still be better of course, I'm only low average at artwork, too.
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File Type: zip 567480-sumi.zip (4.1 KB, 57 views)
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  #19  
Old November 30th, 2007, 06:55 PM

Alderanas Alderanas is offline
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Default Re: Blood Elves

can you put it in zip plz
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  #20  
Old December 5th, 2007, 01:56 PM

Abish Abish is offline
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Default Re: Blood Elves

in a few days i start to work again on this mod till that time hold on for awsome updates o.0
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