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November 10th, 2004, 08:03 AM
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Major
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Re: Conceptual Balance Series (Mod)
Quote:
Graeme Dice said:
Rain of stones for Arco and Vanheim. Raise skeletons for C'tis. Howl for Man and Pangaea.
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Hmm, I was the Jotunheim player Panther referred to. Howl is a good idea. I wish I had thought of it.
I tried some things which I detailed in the Newbie Slugfest thread. Mostly, I've found that having mindless tanks doesn't work too well unless you have good mages able to kill the false horrors / mages. The mindless stuff (vine ogres, skeletons) can actually be killed by false horrors fairly reliably because of the horrors' very good combat stats and ethereality. Making chaff to tank horrors costs gems too while making false horrors doesn't cost any.  And I've had my mages get scared away by false horrors (even without any horrors attacking them), thus causing the mindless chaff to dissolve.
I also watched some of Ulm's battles. I expected "Blade Wind" to work against the horrors, but they missed most of the time.
How about some more concrete advice? Panther never did need to go there far, but it seems to me that if I ever did build a significant force of mindless stuff, mages, etc., Caelum could just pop in a seraph to cast Wrathful Skies and blow things up. And just how could one defend against an air queen set to cast Wrathful Skies before attacking? *Sigh*
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November 10th, 2004, 08:40 AM
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Colonel
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Re: Conceptual Balance Series (Mod)
Looks like the thread degenerated into Yet Another "Caelum overpowered" thread 
From my experience Caelum is unbalanced from turn 6 to at least 50, because of :
- Good cheap mages everywhere
- Mammoths against indies
- Lightning spells quite early, then effective Ghost/False summons
- And ability to shift front in one wing buffet - The same army can take out an enemy army, then fly to another point, make a raid, come back, giving Caelum a power multiplied bu its number of enemies eventually
A typical Caelian army is my games is like 12 Seraphs, 30-40 archers, and 20-25 infantry. Archers can take out light troops using Wind Guide (BTW, main use of WG is indeed to give +5 prec to the Seraphs, an exploit IMO), Inf main use is to buy time when the enemy try to get to contact and/or disrupt the archers.
Supply is not a real issue, a simple couple Bags done by Nature A Seraphs, Sage, Druid etc solve it even if fighting in deserts.
A Storm+WS+Air blessing strategy give different layout, but is rarer.
Such an army uses only national standard troop end is possible from turn 15 on, quite before summons become common, and no comparably priced army stands much of a chance against. I've seen TC, Marignon, Ermor, Arco, Machaka all been beaten neatly, even when allied...
There are surely ways to counter Caelum, but the only effective one I've seen is to gangup against in MP. Sure it rebalances things, but not from a design standpoint ! 
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November 10th, 2004, 09:23 AM
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Captain
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Re: Conceptual Balance Series (Mod)
Quote:
PDF said:
Such an army uses only national standard troop...
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Cool! And I always thought people complained about the uselessness of national troops! 
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November 10th, 2004, 10:19 AM
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Colonel
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Re: Conceptual Balance Series (Mod)
Quote:
Chazar said:
Quote:
PDF said:
Such an army uses only national standard troop...
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Cool! And I always thought people complained about the uselessness of national troops!
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Still early game armies have to use national troops  , and anyway you got to use national mages for all the game.
The trick with Caelum is that this combo is effective, but mostly due to the mages; the main usefullness of the troops is to have chaff, but this on eis flying along the mages ! 
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November 10th, 2004, 11:28 AM
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First Lieutenant
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Join Date: Dec 2003
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Re: Conceptual Balance Series (Mod)
Quote:
PDF said:
Looks like the thread degenerated into Yet Another "Caelum overpowered" thread 
From my experience Caelum is unbalanced from turn 6 to at least 50, because of :
- Good cheap mages everywhere
- Mammoths against indies
- Lightning spells quite early, then effective Ghost/False summons
- And ability to shift front in one wing buffet - The same army can take out an enemy army, then fly to another point, make a raid, come back, giving Caelum a power multiplied bu its number of enemies eventually 
A typical Caelian army is my games is like 12 Seraphs, 30-40 archers, and 20-25 infantry. Archers can take out light troops using Wind Guide (BTW, main use of WG is indeed to give +5 prec to the Seraphs, an exploit IMO), Inf main use is to buy time when the enemy try to get to contact and/or disrupt the archers.
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You're making good points why Caelum is very powerful early on (I may only disagree about Mammoths - too expensive and not reusable), but that advantage won't Last until turn 50. I think it's more like until turn 25-30 (standard research). Nothing good will happen to such army if it gets into the rain of stones  Effectively, enemy's pretender alone can stop this kind of army. And with cloud trapeze available it will mean that such army can not be used in the open anymore. Caelum will still have their superior raiding ability (with lone seraphs), but it brings back the defense problem).
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November 10th, 2004, 01:12 PM
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Colonel
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Re: Conceptual Balance Series (Mod)
Alexti,
I agree with you, things change when global battlefields spells come into play - in my experience it's rather after turn 40 (but I'm in peaceful Old Europe, so maybe ..  ).
But when this happens Caelum gets no special drawback - their mages won't survive RoS (does Mistform not protect ?), but neither will most other mages and troops : if Caelians have SG/IC/TC they won't be scratched.
Same goes for most global BF spells, once they're in summons are needed.
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November 10th, 2004, 03:43 PM
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Major
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Re: Conceptual Balance Series (Mod)
I did not intend for this to be a nerf Caelum post. Sorry about that. Everybody seems happy with Caelum being one of the most powerful races, as I found out in my nerf-Caelum post. So be it.
What I did intend is for the devs (or the folks doing the mods?) to hopefully fix the flying imbalance. Because land troops cannot go over even one friendly province to attack an enemy, flying troops should also be prohibited from doing this too. Ergo - flying is far superior to walking by a much too wide of a margin. Especially the flying SCs, which is a huge problem for nearly all races.
For the Dice man: you are correct. My frozen heart was how I killed the Ulm Black Knights, not the giants. I remember this now, watching the knights frozen in place while they died. It sure all runs together after a while!
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November 10th, 2004, 03:59 PM
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Lieutenant General
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Re: Conceptual Balance Series (Mod)
well, look - technically this thread is about Zen's conceptual balance mod
now, the mod does not address flying, whether or not flying is overpowered. But the caelum problem resides in a combination of synergistic effects: flying + false horrors + wrath, for the most part (exceptionally cheap mages, able to easily get by w/ the watchtowers and sloth-3, also). Zen's mod at least cuts out false horror spam and makes wrathful skies more difficult to cast. both of these, in and of themselves, help balance out the problems. (the scale mod should also end up making caelum pay a bit more for taking sloth -3 as well).
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November 10th, 2004, 05:36 PM
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Major
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Re: Conceptual Balance Series (Mod)
I am glad you brought this up, for I have been meaning to ask about that.
Does Zen's mods truly cut out the false horror spam? What is to prevent the Seraphs from still casting quickness followed by 4 false horrors anyway, even at 30- fatigue? The only difference I could see is that the AI will rarely cast any more horrors at the higher fatigue cost after the script ends. But they don't much cast horrors anyway, frequently preferring for whatever stupid reason to cast phantasimal warriors instead.
Has anyone tested this with the spell mod?
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November 10th, 2004, 09:38 PM
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First Lieutenant
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Re: Conceptual Balance Series (Mod)
Quote:
PDF said:
Alexti,
I agree with you, things change when global battlefields spells come into play - in my experience it's rather after turn 40 (but I'm in peaceful Old Europe, so maybe .. ).
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RoS is Evo-7, FH is Alt-6, so they're not too far apart. If I have some Pythium/Arco/Caelum neighbour I'd prioritize RoS to have a counter if they attack me. In this case I'll have it much earlier than turn 40 (turn 25-30). If I have other enemies I may postpone this research.
Quote:
PDF said:
But when this happens Caelum gets no special drawback - their mages won't survive RoS (does Mistform not protect ?), but neither will most other mages and troops : if Caelians have SG/IC/TC they won't be scratched.
Same goes for most global BF spells, once they're in summons are needed.
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Mistform helps to some extent (if one has time to cast it). I'm not sure what "strong hit" is, but multiple RoS are still nasty. I haven't really tested it, but from past experience I'd guess that mage has 10-20% per RoS to get killed. And heavy troops are ok in RoS, so any army that primarily rely on heavy melee troops is reasonable safe from RoS, opponents won't probably cast RoS to kill couple of support mages and few units. In many ways Pythium and Arco are similar to Caelum. They all have deadly and easily dying mages.
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