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May 12th, 2005, 12:46 PM
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General
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Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
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Re: Rebalance Mod game starting, everyone welcome!
Sorry I missed all those turns, but my cable modem died and I wasn't able to get a replacement till today. Just set me to AI if you want to.
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May 12th, 2005, 05:49 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Rebalance Mod game starting, everyone welcome!
No worries Graeme. You were AI for the last turn but Abysia was defeated a few turns ago.
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May 15th, 2005, 01:15 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
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Re: Rebalance Mod game starting, everyone welcome!
Sorry to say, but it looks like I'll be with very limited net access in the next days.
After replacing a old 2nd-hand HDD (startup fails) with another old 2nd-hand HDD (just got it some days ago), I'm not only suffering from a very minor data loss (all maps for Railroad Tycoon gone...), but I have severe networking/router troubles.
So if there's anyone with superior Windows networking skills, please PM or email me.
In Rebalance, turn me over to AI or replacement player as you like ...
hope to see you soon (again)
Stefan
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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May 15th, 2005, 02:23 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Rebalance Mod game starting, everyone welcome!
I'd be willing to act as a (temp or perm) replacement, or as a proxy to submit turn files that you email to me, if you are unable to connect to the server. I don't think I can help with your networking problems, though.
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May 17th, 2005, 05:27 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
Thanks: 0
Thanked 45 Times in 35 Posts
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Re: Rebalance Mod game starting, everyone welcome!
After stalemating for many turns, I offered Q a draw and he accepted. This effectively ends the game as Man and TC dont really have enough power to significantly threaten either of us alone.
Good game everyone! I really enjoyed myself. Never been the front runner for so long and as a result it was a very political game for me. Quite interesting.
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May 17th, 2005, 11:17 PM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Rebalance Mod game starting, everyone welcome!
I enjoyed it too  Even though I never managed to take an enemy castle...
Thanks very much to everyone who participated, and Ironhawk for hosting! If you wish to share your thoughts on which unit(s) you found extremely (or overly) effective, and which units were very (or overly) weak, I would greatly appreciate that. Some things have already changed since v7.1 of the mod, like Longbows going back to non-AP, Mauls being slightly weakened, and White Centaurs being nerfed. But any comments on units (or unit classes) that stood out for any reason would be very useful.
Personally, I found myself fielding large numbers of Jotun Spearmen (with occasional Hirdmen, as money permitted), Vaetti Hags, Longbowmen, 3g Militia, and a few dozen Vaettir for stealth armies. My national mages (other than Vaetti Hags, of which all 4 types are extremely useful) were just bad. Terrible. I found no use for them other than casting Rain on Abysians. The only Priests I built, other than my prophet, were independants. Which, overall, paints a picture of a Jotunheim still lacking in variety. I think the mages need to be cheaper or stronger, and there has to be a good incentive to buy Huskarls who cost more than normal infantry, but have lower protection, and thus lower survivability... Even at 16 gold and +1 morale, I still did not want to buy Jotun Militia (and even high province defence fell fast to any opposition), largely due to food issues. And I still found Jotun Axes to be worse than Jotun Spears, in general.
Most interestingly... I did not seem to have a single unit capable of hurting a Vampire Queen, even one in strong hostile dominion. I found this out several times. And medium-sized armies of Jotun Spearmen, backed by Fanatacism and Devils, were unable to push back an attacking Red Dragon. Hirdmen would have worked much better, so that may have been my fault... but WOW, dragons are tough in Zen's mod!
Once I gained access to Illithids (via The Crater), I realized (IMO, of course) they were a better use of my money than anything else - mages, dirt-cheap militia, powerful Jotun units, maul barbarians, longbowmen, and so forth. And I spent ALL my money recruiting them. Incidentally, they seem starvation-resistant...
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May 18th, 2005, 02:34 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Rebalance Mod game starting, everyone welcome!
My notes on balance:
*White Centaurs: They are too good with the lance, they should go back to normal.
*Centaur Warriors: Didn't use them due to the awesome white centaurs. If the sacred ones were back to normal they would be fine though.
*Centaur Archers: Still too expensive, you can get 3 javelin satyr for the same price.
*Satyr Troops: All look about right.
*Harpies: Good price for them, 10 with a black harpy is a good way to make someone pay for only using 1 PD point.
*Centaur Catarphacts: I didn't use them, but they probably have a niche if the white centaur's don't have a lance.
*Minotaurs: I built a few of theses when I had a remote castle with not much resources that needed an army, and I had a lot of gold to spare.
*War Minotaurs: Probably useful in some situations.
*Pans & Pandomoniacs: I've grown attached to their normal large price... it feels like cheating when I can build so many of them
*Hierophants & Dryads: Fine, I don't think they were changed (nor do they need to be)
*Black Harpy: Fine.
*Cataphract Commander: Fine.
*Minotaur Commander: More expensive than cataphract commanders, same leadership, and worse in a fight most most of the time.
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