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February 9th, 2011, 11:43 AM
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Re: CBM 1.8 released
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Originally Posted by Soyweiser
I noticed, the removal of certain items just makes it less pronounced. And it makes it easier for other nations to catch up.
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So, is it a good thing or a bad thing? What's wrong with the leader having more resources anyway? That's what being a leader is about.
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Originally Posted by Soyweiser
And Asinjas, Shishi don't generate new gems etc (which is what a forge bonus actually is, a way to "generate" gems by using less of them). You need to put them in harms way, attack the enemy, get his lands. For them to be useful. (Sure they gen RP, but everything does, and there are cheaper ways of getting RP).
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Hammers dont generate gems. They increase your income by a percentile. If you have 10 hammers and only +4 fire gems/turn, you will only forge ONE fire brand. Any nation can have hammers; sure, you have to take earth on your pretender if you dont have it on your mages, but heck, that's a good reason NOT to take that freaking Dom10 pathelss Wyrm again. And even then, you could skip Earth on your pretender and just trade until you get some indies.
Quote:
Originally Posted by Soyweiser
The controversial item removals all made it easier to reach the point where you couldn't do anything about a runaway leader anymore.
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And making sure you cant do anything about a runaway leader anymore is a good thing? I have a feeling there's something wrong with this sentence.
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Originally Posted by Soyweiser
Sure there are still spells, and sites which do this in the game. (A alteration 20% site can also create this situation, just as casting certain globals, or even certain nations are build for it (LA Ermor for example)). But you can at least see a lot of these coming, you can dispel the global, take the site, etc etc. They are counterable.
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You won't know when somebody finds a discount site and dispeling globals is a losing game.
Quote:
Originally Posted by Soyweiser
You do realize that additional gold expenses are a big deal right? A blood nation already has a lot of expenses, upkeep gold, using mage turns to get slaves. So you have less mages for combat duty, RP etc. Some additional gold cost can be really painful then.
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You do realise that I'm speaking from my personal MP experience? I'm playing Abyssia in 1.7 right now, here - http://www.llamaserver.net/showScore...e=KingsofDrama
Does it look like I'm suffering from the lack of income? That's not some theorycraft, thats my own playtesting results - nations with B2 mages took a rather slight hit, not nearly as hard as these with B1 or no blood at all.
Edit:
Quote:
Originally Posted by Soyweiser
Sure you should still be able to use a small lead to create a bigger lead. But it should be more about the armies clashing, conquering territories, casting extremely powerful spells, etc.
Not using your labs to forge equip to forge more equipment. Not all games should be won in the forge.
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Why? Because you dont like it? Just because dont want to spend time planning your strategy in a game with a steep learning curve, you'd like to keep it as simple as 'produce some troops, add mages, send them into combat'?
Gemgens could, indeed, create problems in huge games. Huge hidden income that cant be taken away from you. Hammers are nothing like that.
Hmmm let me guess... Do you also think one shouldnt have to diversify into all magic paths, being able to win with just their starting 'Air 4, water 2, astral 1, death 1' picks on national mages? 
Last edited by NooBliss; February 9th, 2011 at 12:00 PM..
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February 8th, 2011, 07:23 PM
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Re: CBM 1.8 released
With the removal of SDRs making blood a less viable option for Vanheim, what about replacing the Vanjarl's B1 with the Vanadrott's 100% AEDB pick? Or if not a random pick then just something more useful than B1 currently is. This would be a boost to Vanheim but the glamour nations, particularly Van, did take several hits in 1.7 so it doesn't strike me as OP.
Edit: maybe a 50% pick would be better, 100% might be too much.
Last edited by Valerius; February 8th, 2011 at 07:47 PM..
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February 9th, 2011, 02:40 AM
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Re: CBM 1.8 released
there are at least a couple games won with blood sac being the main strategy, which was where many people learned how broken it is with jade knives. see the Inversions game on Dom3Mods for example.
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February 9th, 2011, 09:00 AM
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National Security Advisor
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Re: CBM 1.8 released
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Blood is powerful, and blood sac is powerful, but please show me a game won by blood sac alone or as the main part of the winner's strategy.
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You'll have to excuse that I can't remember the names of the games, but several games have been won quite suddenly in this way. When it happens it's a bit of a game ruiner - it only takes a few turns, the players closest to the blood saccing nation can be wiped out before they can take any real action, and so in effect it's virtually uncounterable.
The reason for this is the bug whereby each slave sacrificed generates two temple checks. So an H3 priest with a jade knife can sacrifice 5 slaves for a total of 11 temple checks (including the one from the temple). With a dom10 nation that's 11 candles per turn per temple - quite extreme. Removing the jade knife reduces this to 7 candles/turn/temple. So, it's still a very powerful strategy and you shouldn't feel that it's been nerfed to oblivion.
Edit: I forgot that there is an issue whereby preaching doesn't help much. I think it's to do with turn order - perhaps the preaching happens first, and can then be overruled by the blood sac. That would make sense - say you have loads of H3 priests in your capital, your last remaining dominion stronghold. They all preach and raise your dominion to 10 (for the sake of argument - actually preaching can't raise dominion that high). Then 20 black candles from blood sac appear and you're left on -10 dominion and lose the game.
I think the SDR thing is very complex and I'm not sure how I feel about it. I think probably I would be in favour of restoring the SDR and increasing the costs of all blood spells by say 50%. I could easily automatically write a mod to do this if people thought ut was a good idea. However this solution only addresses the balance part of the issue, and not the micromanagement issue. I have never played a blood nation into mid game, so I don't know how annoying SDRs are.
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February 9th, 2011, 10:30 AM
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Re: CBM 1.8 released
Quote:
Originally Posted by llamabeast
Quote:
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Blood is powerful, and blood sac is powerful, but please show me a game won by blood sac alone or as the main part of the winner's strategy.
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You'll have to excuse that I can't remember the names of the games, but several games have been won quite suddenly in this way. When it happens it's a bit of a game ruiner - it only takes a few turns, the players closest to the blood saccing nation can be wiped out before they can take any real action, and so in effect it's virtually uncounterable.
The reason for this is the bug whereby each slave sacrificed generates two temple checks. So an H3 priest with a jade knife can sacrifice 5 slaves for a total of 11 temple checks (including the one from the temple). With a dom10 nation that's 11 candles per turn per temple - quite extreme. Removing the jade knife reduces this to 7 candles/turn/temple. So, it's still a very powerful strategy and you shouldn't feel that it's been nerfed to oblivion.
Edit: I forgot that there is an issue whereby preaching doesn't help much. I think it's to do with turn order - perhaps the preaching happens first, and can then be overruled by the blood sac. That would make sense - say you have loads of H3 priests in your capital, your last remaining dominion stronghold. They all preach and raise your dominion to 10 (for the sake of argument - actually preaching can't raise dominion that high). Then 20 black candles from blood sac appear and you're left on -10 dominion and lose the game.
I think the SDR thing is very complex and I'm not sure how I feel about it. I think probably I would be in favour of restoring the SDR and increasing the costs of all blood spells by say 50%. I could easily automatically write a mod to do this if people thought ut was a good idea. However this solution only addresses the balance part of the issue, and not the micromanagement issue. I have never played a blood nation into mid game, so I don't know how annoying SDRs are.
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I've been in games where Pangaea just domkills an entire map and there's nothing any of the further away nations can do about it at all. In the proper hands it was disgustingly powerful.
Unfortunately just increasing the cost of blood spells runs into problems because you can't alter the cost of blood items.
I think a lot of the Tartarian kneejerking is forgetting the fact that you'll still get commander Tartarians about 1/5 of the time. They haven't disappeared--they're just more expensive in mageturns and gems. That being said, Shattered Soul can probably go back down to 10% and their HP nerf can be reverted and they'd still be fine.
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February 9th, 2011, 10:55 AM
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Re: CBM 1.8 released
Tarts are over nerfed.
Please consider a few numbers:
* It takes 1 turn + 30 gems to summon 2 shishis that eat tarts alive.
* It takes 1 turn + 60 (i think) gems to summon 1 ember lord which properly equipped is at least on par with a tart.
* It takes (avg of) 5 (mage) turns and (avg of) 60 gems (assuming 12 base cost) to get one tart commander which is likely to be afflicted and is idle 25% of the time (or worse - razing your temple or such). So it's actually more gem expensive (since you get 25% less actions) and more vulnerable (strategically) since you can't be sure he'll march with the rest of the army but opt to do crazy stuff making it a sitting duck.
* All the nations can summon (parts of) EDM stuff, so all 7 paths but death have good thug<->SC chassis => Death centric nations are now at a disadvantage.
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February 9th, 2011, 11:23 AM
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First Lieutenant
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Re: CBM 1.8 released
Well, once I owned north-western corner of Karan as dom9 Aby and sacced with 12 or so H3's with knives and still even my closest neighbors weren't domkilled. I don't know, maybe I didn't try hard enough, but it seems you can counter dompush if you're prepared for it by building enough temples/priests on the border. And when your efforts become obvious usually good players will try to gang on you. Maybe on smaller maps it can win a game, though.
Anyway, I think these cases are pretty rare and don't need special fix, as it's still part of the game as Executor said.
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February 9th, 2011, 12:05 PM
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National Security Advisor
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Re: CBM 1.8 released
Come on NooBliss, you're deliberately misrepresenting what Soy's saying. He's a smart guy making reasonable points even if you don't agree with him - it's not helpful to keep on building straw men of what you're claiming he's saying then beating them down.
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February 9th, 2011, 01:21 PM
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Re: CBM 1.8 released
Quote:
Originally Posted by llamabeast
Come on NooBliss, you're deliberately misrepresenting what Soy's saying. He's a smart guy making reasonable points even if you don't agree with him - it's not helpful to keep on building straw men of what you're claiming he's saying then beating them down.
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Or to put it more bluntly NooBliss, it's not worth debating with you. Not because your position is superior, but because your arguments are not much grounded in reality. And I don't think I really need to point out that most of the people arguing for these things to be removed have been around for much longer than you and played many more games than you have.
I think blood is the only thing that no one is completely happy with just yet. There are a number of solutions that could be gone for here, and none of them seems logically to include SDRs being returned. The only reason these items cause such a fuss is because people have been used to being spoiled by them.
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February 9th, 2011, 01:46 PM
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Re: CBM 1.8 released
Oh you are so polite Rdonj.  Weren't you the one complaining that TheConway was banned? I bet he was just as polite as you are. And, of course, calling somebody a fool is an even stronger argument than 'you're overreacting'.  Keep it up.
Quote:
Originally Posted by llamabeast
Come on NooBliss, you're deliberately misrepresenting what Soy's saying. He's a smart guy making reasonable points even if you don't agree with him - it's not helpful to keep on building straw men of what you're claiming he's saying then beating them down.
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Actually, I genuinely misunderstood him. Now it's clearer, even though I do disagree with his conclusions. I can see how clams can be an equalizer instead of extending the lead. But oh well, to hell with gemgens, they are gone for good now. We were discussing hammers. And I still dont see a single valid point why they should be removed. Let's see:
Everyone uses them - that's not a big deal. They arent hard to come by or tedious to use.
They are gemgens - just not true. They improve your honest, land-based income by a fixed percentile, and only for the purposes of forging.
They worsen the runaway leader problem - no, they dont because everyone can use them. Furthermore, some nations like Mictlan just dont have many uses for hammers early in the game, while others may need hammers to 'chase the runaway Mictlan'. Or, for example, if our runaway leader went for a dom10 pathless Wyrm for an extra punch and his national mages cant forge hammers, these who can forge hammers will have an edge while catching up.
Etc etc.
So the only reason I can see is 'hammers complicate the game and everyone ends up using them anyway'.
I am really curious - how do hammers break the game?
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