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Old May 31st, 2007, 09:56 PM
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Tuidjy Tuidjy is offline
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Default Re: map problem

I finally had a look at all the heroes and summons. I'm sorry to say, I feel
like quiting. I thought we were play testing a mod, but at this time, I think
that the mod was not ready to be playtested.

There is no balance whatsoever.

Some heroes bring very little to the nation. Vanheim's guy, for example, brings
two levels of nature, and not much else. He is never going to be worth much as a
combatant, and his summons will not sway balance. Pythium has an angel.
Crunchy early, common later. All he brings is fire magic. Marignon's hero
does not bring _anything_ to his nation.

Some heroes simply have the power of a pretender. The magic paths of the Tien
Chi hero make him into a rainbow searcher combined with an immortal
supercombatant. He is not as good as the original Vampire Queen in Dom II, but
once a bit or research is done, he is no worse that anything seen since. As for
the Pangaea treant, give me a break. A death helmet, soul vortex, personal
regeneration, and a few earth spells, and he will sneer at anything short of
Petrify.

As for the summons, what were you thinking? Take Ulm, for example. Ultra high
defense, insane protection, and no encumbrance to speak of. A weapon that puts
many construction 4 weapons to shame. A few per turn. Hello?

As for Mictlan? Jaguar warriors in crazy numbers. I pity the guy who ends up
next to him, if Mictlan has a fire blessing.

Overall, there is puzzling lack of consistency. Some heroes get very low
encumbrance, with no justification whatsoever. Some are left with the stats
and slots of the unit that inspired them (Pythium) other get revamped (Arco).
Units that have no reason to have high magic resistance do, artifact level
weapons get assigned to some, other are left with common crap. Creatures that
have traditionally had low defense end up with basic defense 15.

Etc... I will stay and fight, but the mod needs a rebalance for sure.
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