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November 20th, 2006, 08:09 PM
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Sergeant
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Join Date: Jan 2006
Posts: 216
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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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November 20th, 2006, 11:09 PM
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Sergeant
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Join Date: Aug 2005
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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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November 21st, 2006, 07:23 PM
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Sergeant
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Join Date: Jan 2006
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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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November 21st, 2006, 07:44 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: New Nation: Sylvania (Elves, son!)
Especially when used in combination with blade dancers.
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February 17th, 2007, 07:15 AM
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Corporal
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Join Date: Jun 2006
Posts: 199
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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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February 17th, 2007, 01:51 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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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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February 17th, 2007, 03:07 PM
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Corporal
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Join Date: Jun 2006
Posts: 199
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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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July 6th, 2007, 08:40 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
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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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January 18th, 2008, 06:20 PM
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Sergeant
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Join Date: Oct 2006
Location: Bay Area, CA. USA
Posts: 220
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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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