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December 10th, 2006, 11:04 PM
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Sergeant
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Re: New Mod: Magoserium
You think you could cut down on the descriptions a bit? I swear, reading it all makes my eyes bleed.
More seriously, you should consider changing the 'shock bolt' flysprite. Sort of weird it being an arrow... Also, I'd use a different color for the Earth Servant. It's mostly transparant as is.
Nitpicks aside though, it's a neat mod. Thanks for sharing it!
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December 11th, 2006, 09:06 AM
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Sergeant
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Re: New Mod: Magoserium
Shockbolt: Will do.
Earth Servant: Yeah, that's annoying. I like the picture, but for some reason that color stone (kinda granite) comes off in battles as translucent.... Have to remember it for future ether/astral/ghost critters. Will do.
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December 11th, 2006, 11:47 AM
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Brigadier General
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Re: New Mod: Magoserium
An ethereal unit with fear+0 for only 5 gold and 10 resources is still far too cheap imo.
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December 11th, 2006, 12:41 PM
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Lieutenant General
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Re: New Mod: Magoserium
Quote:
Shovah32 said:
An ethereal unit with fear+0 for only 5 gold and 10 resources is still far too cheap imo.
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They are all capitol only though.
I like your mod Uh-Nu-Buh.
Especially your choice to make all troops capitol only is very interesting.
The mages are also creative. Their magical power and eventual magic versality seems really great, but they have lots of built in weaknesses like old age, low hp etc..
And you have to use them as rainbows for sitesearching i think.
A wonderful different nation  .
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December 11th, 2006, 12:48 PM
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Brigadier General
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Re: New Mod: Magoserium
yea i like it too. A decent SC pretender(probably dormant) with high order and growth is nice as you have a fairly early thug/SC and can mass produce mages without worryign about old age as much
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December 11th, 2006, 02:26 PM
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Sergeant
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Re: New Mod: Magoserium
Quote:
Shovah32 said:
An ethereal unit with fear+0 for only 5 gold and 10 resources is still far too cheap imo.
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I'll take a close look at it. I'll play a quick 50 turns using the Ether Servants as the main core and see what happens. You may be right. So far, they have been so fragile that I have avoided putting them into play. It could be that a different style of play than mine would use them more effectively, and they would be unbalancing....
How would you use them most effectively?
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December 11th, 2006, 03:11 PM
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Brigadier General
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Re: New Mod: Magoserium
Screen of earth guys set to attack closest and a bunch of ether servants just behind on hold and attack closest, the earth servants reach combat and pin the enemy, the servants rush in and(due to small size and stacking fear+0) the enemy morale plummets, then the number of attacks and possibly evocations coming at them makes them rout.
I said the bone guys needed precision to make them good patrollers, now they just seem like weak ether servants.
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December 11th, 2006, 04:45 PM
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Sergeant
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Re: New Mod: Magoserium
The Skeleton Servants are the weakest of the servants, no doubt. They have two pros: they count separately under leadership, and they do not rout. This might not be enough. They are supposed to be kind of undead dog constructs made of bones, gem dust, and wire. Perhaps speed would make them a more valuable unit. They could be better patrollers, and a quick reaction force....
Ether Servants--this is basically how I have used them in my trial games. If the enemy has slingers or archers they tend to get slaughtered while they are waiting for the Earth Servants to engage.
I take your suggestions seriously. I'll make some changes tonight after I have a chance to do some testing.
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December 11th, 2006, 04:46 PM
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Sergeant
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Re: New Mod: Magoserium
BTW, what do you think of the other servants? Particularly the holy servants?
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December 12th, 2006, 12:42 AM
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Re: New Mod: Magoserium
Quote:
Uh-Nu-Buh said:Earth Servant: Yeah, that's annoying. I like the picture, but for some reason that color stone (kinda granite) comes off in battles as translucent.... Have to remember it for future ether/astral/ghost critters. Will do.
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Pure black also counts as transparent.
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