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  #1  
Old November 20th, 2006, 08:09 PM
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Default Re: New Nation: Sylvania (Elves, son!)

Play-tested Sylvania some today in a game with all LA nations (including the other two I've created) and found that the Loremasters (w/ no Magic scale boost) are capable of pumping out some serious research. I surpassed all other nations and was heading into an increasing lead by the end of the first two years. This agrees with the "fluff" in that the elves have a secret library thousands of years old in which to study, but might end up being the key to a middle or late-game upset since they have decent access (level 3 poss.) to at least six paths of magic.

If anyone else is giving this nation a try, what are your impressions?
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Old November 20th, 2006, 11:09 PM

Frostmourne27 Frostmourne27 is offline
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Default Re: New Nation: Sylvania (Elves, son!)

unless your test game was MP, note that humans will allways come out on top in research. I can take a drain 2, imprissonned pretender and still come out ahead of most computer nations. Other than that, its a cool nation, although the spring archers seem quite a bit better than the others. (which all cost the same)
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  #3  
Old November 21st, 2006, 07:23 PM
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Default Re: New Nation: Sylvania (Elves, son!)

Frostmourne27, well, I've been embarassed by AI nations in the research field before... and the difference (exceeding every other LA nation plus two other mod nations) was quite sharp when pumping out Loremasters, esp. with air mages making research boosting items for them. It doesn't seem to unbalance Sylvania, as I know the same could be done with other nations, but research is definitely a strong suit here. Anyway, I too have found no limit to the uses for Spring Aspect Archers. I may end up nerfing their damage to 0 as the ability to entangle en masse is simply brutal against heavy opponents.
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Old November 21st, 2006, 07:44 PM

Shovah32 Shovah32 is offline
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Default Re: New Nation: Sylvania (Elves, son!)

Especially when used in combination with blade dancers.
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Old February 17th, 2007, 07:15 AM

Theonlystd Theonlystd is offline
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Default Re: New Nation: Sylvania (Elves, son!)

Y do Phoenix Guards have fist as a weapon? Kind of makes my bless strat rather pointless
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Old February 17th, 2007, 01:51 PM

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Default Re: New Nation: Sylvania (Elves, son!)

Possibly a type in the .dm? Or he forgot to make their weapons. It should be very easy to fix.
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Old February 17th, 2007, 03:07 PM

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Default Re: New Nation: Sylvania (Elves, son!)

Well i looked in the file. There weapon is listed and such it appears so i have no idea y it shows up as fist.
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Old July 6th, 2007, 08:40 AM
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Default Re: New Nation: Sylvania (Elves, son!)

Zepath, this mod is beautifull, but I find it a bit overpowered. They got powerfull mages,an almost perfect army, sailing... I think the four variety of aspect archers is too much, one would have been enougth. As it is now, you've got no way to escape their firepower !

It is however a great mod, even if you shouldn't have mixed high elves and sylvan elves, 'cause it gives them too much strategic flexibility.Can someone tell me what is their flaw ?
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Old January 18th, 2008, 06:20 PM

Stryke11 Stryke11 is offline
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Default Re: New Nation: Sylvania (Elves, son!)

Just fired up this mod for the first time and I am rediculously impressed. I normally just go for small nation edit mods (Ulm updates, etc) because I tend to find user created extreme mods to be silly and unthematic, but this mod fits in PERFECTLY with the regular dom world and the sprites blend wonderfully.

In case you aren't seeing it, I love this mod.

Only suggestion is that Sorc's are the absolute best unit and they can be built anywhere while Loremasters and Enchantresses are nowhere near as good and are capitol only. I don't even see a use for enchantresses because Sorc's can easily get 2N and as for 2H, well, this doesn't really seem like a bless nation, though the Phoenix Guard looks pretty uber. An idea might be to boost Enchantresses, (give them a random or two) and weaken Sorc's (take away a random).

My typical army is aspect archers firing behind a screen of seaguard with shields. I love the idea of the two sworded guys and the greatsword guys, but since they don't have shields and this is an archer-heavy nation, I don't see a way to incorporate them in my strategy.

Overall A++. If you've been thinking about getting this mod, get it.
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