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  #1  
Old April 22nd, 2007, 01:11 PM

Sombre Sombre is offline
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Default Re: Dud nations

I still don't 100% understand that. Is the most damage a repel can do 1 damage then? I mean if A attacks, D launches his repel attack and hits, then A fails his morale check, is that 1 damage max, or is it a standard hit from the weapon?

It doesn't make sense that he would take less damage purely because of his morale, so I'm guessing repel either does 1 damage and stops their attack, 1 damage and doesn't stop them, or fails completely.

If that's the case, increasing the damage dealt by long weapons wouldn't aid repel, but adding to attack would. One problem with the system seems to be that repelling a 0 length weapon is equally as easy with a 1 length weapon as a 6 length weapon,... and 1 length weapons are more likely to have an attack bonus.
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  #2  
Old April 22nd, 2007, 04:27 PM

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Default Re: Dud nations

Quote:
Sombre said:
I still don't 100% understand that. Is the most damage a repel can do 1 damage then? I mean if A attacks, D launches his repel attack and hits, then A fails his morale check, is that 1 damage max, or is it a standard hit from the weapon?

It doesn't make sense that he would take less damage purely because of his morale, so I'm guessing repel either does 1 damage and stops their attack, 1 damage and doesn't stop them, or fails completely.

If that's the case, increasing the damage dealt by long weapons wouldn't aid repel, but adding to attack would. One problem with the system seems to be that repelling a 0 length weapon is equally as easy with a 1 length weapon as a 6 length weapon,... and 1 length weapons are more likely to have an attack bonus.
If D's repel roll is successfull, and A fails his morale roll, A's attack is canceled but he takes no damage.

If D's repel roll and A's morale roll are successfull, A takes 0 or 1 damage and does his attack as planned. The 0 damage happen when D's damage roll doesn't get through A's protection. So a str10 pikeman might sometimes stop a knight from attacking, but rarely hurt him with the repel.

I suspect that A's shield protection is included if D's attack roll earlier didn't bypass the shield... but hard to know.

I like the ideas of giving ulm methods to hurt sacreds or magic beings. Are they good *weapon* forgers too? A new any-castle unit with magic weapons might be fun. Or even elf bane/moon blade (vs magic beings), or herald lance/flambeau (vs demons and undead). Or smasher(anti-lifeless), Star of heroes(armor destruction).... yeah... a 30-gold unit with these and a shield!
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Old April 24th, 2007, 06:07 PM
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PvK PvK is offline
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Default Re: Dud nations

Strong EA nations in my experience:
Helheim, Vanheim, Niefelheim, Mictlan, Ulm, Agartha, Arco, Oceania, Caelum, Sauromatia, C'tis, Ermor

Yomi looks strong to me in SP but I haven't played as them in MP.

Other EA nations I don't have enough experience with to have a strong opinion about their overall strength.
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Old April 24th, 2007, 06:48 PM
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Default Re: Dud nations

I think Yomi could stand more national spells and summons-specifically some different kinds of Dai Oni types, maybe a high level Oni version of the Demon Lords with 3 different unique types. It'd be fun and welcome to see Dai Onis with different abilities, graphics, and starting equipment, even if they were all more or less equal in power. It would just add a bit to the interest and flavor of the nation.

I don't think I'd quite call them a "dud-nation", but they are a bit lame after playing them for a while, not because they're not interesting, but because I don't think enough has been done with them-I think a lot more could be done in terms of flavor and diversity of units and spells.

They really lend themselves, thematically, to national spells and summons, in my opinion, and there's so many interesting effects for demonic Asian magic to have.
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Old April 24th, 2007, 06:55 PM

Shovah32 Shovah32 is offline
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Default Re: Dud nations

I also think yomi could do with a bit more variety, although they are fairly strong but quite boring(there arent a large number of ways to play them).
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Old April 24th, 2007, 06:58 PM
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Default Re: Dud nations

That's what I'm saying. They aren't underpowered, they're just not flavored to the full capacity of the theme.
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Old April 24th, 2007, 09:10 PM

Sir_Dr_D Sir_Dr_D is offline
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Default Re: Dud nations

What is the reason that marverni is concidered so weak.

There druids are great mages. Astral, earth and nature seems like a great combination of magic. (eagle eyes + gifts from heaven for example) And the Ambinite warriors have good stats for their cost.
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