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Old August 17th, 2007, 05:51 PM

Sorlakind Sorlakind is offline
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Default Re: Opinions on Caelum (MA and other)

Quote:
Kristoffer O said:
Atlanits, C'tis and Caelum struck me as the only ones with mages recruitable anywhere (there could be more), and I had the general pereconception that All caelums were strong.
Add R'lyeh and Pangaea (panii are the main mages - since I do no play blood, someone else can chime in on the pandemoniacs). Shinuyama?
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Old August 17th, 2007, 07:59 PM
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Salamander8 Salamander8 is offline
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Default Re: Opinions on Caelum (MA and other)

Quote:
Sorlakind said:
Quote:
Kristoffer O said:
Atlanits, C'tis and Caelum struck me as the only ones with mages recruitable anywhere (there could be more), and I had the general pereconception that All caelums were strong.
Add R'lyeh and Pangaea (panii are the main mages - since I do no play blood, someone else can chime in on the pandemoniacs). Shinuyama?
It's important to note that the national MA R'Lyeh mages can be recruited in any underwater fort, but not in land forts (exception:Starchildren in coastal land forts). It's definitely better than capital only, but it's still a restriction.

I have little experience with MA Caelum. I was playing them in Nuance till recently, but besides the mammoths (which chew indies and most PD to shreds, but are weak to magic), and the high seraphs (which are very good casters but old age was really hamstringing mine), I didn't really see a lot to recommend them. As I said, I have only minimal experience with them however. I would think that keeping the High Seraphs recruitable anywhere should be fine.
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Old August 17th, 2007, 09:16 PM

Saint_Dude Saint_Dude is offline
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Default Re: Opinions on Caelum (MA and other)

I would like to see the flight/fatigue rule reworked (at least for Caelum). The current rules make their infantry nearly worthless. They invariably charge in, swing their swords ineptly for 2-3 rounds, pile up the fatigue, start taking heavy losses, and then flee like a bunch of cowards.

If you really want to nerf Caelum, I would suggest fixing the Hurricane exploit. The spell is supposed to only work vs. coastal provs. but works anywhere. Considering that Caelum has the best scouts in the game, it is very easy for them to quickly id an opponents capital and then Hurricane it to oblivion (shutting down production of all those cool cap only troops).

Although if we were fixing spells, I would like to see the Wind Ride spell fixed. It would give Caelum a much needed boost IMO.
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