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Old May 2nd, 2007, 09:29 PM

VedalkenBear VedalkenBear is offline
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Default Re: Mod: ME Fiery Caelum

Shovah: Yes, I know the 'no projectile' issue with the Icefire Archers. That should be fixed.

I am very interested in concrete (if at all possible, quantitative) discussion regarding the power level. Given my by-now rather notorious 'balance' bent, it would be the height of hypocrisy to turn around and hand out in finished form an overpowered mod.

The sacred unit is probably going to be a summon at some point (at least slightly buffed), with trying to find a happy medium for the elite-but-recruitable dual-weapon unit.

As far as undead are concerned, they are _supposed_ to keel over and die to this nation. As long as you use the proper tools, this nation shouldn't have a problem with undead of almost any type.

Having said that, this should be a magic-focused nation after the initial expansion. This is why almost all of their commanders are mages, and the Seraphs almost invariably fearsome battle mages. If I'm 'up to it', I will probably remove _every_ Undead summon from their spell list, though. Another thing I'd like to point out that they are not using what IMO are the best long-term magic paths (Earth, Astral, Nature, Blood). Discussion on this topic would be appreciated.

I'm also interested in hearing ideas how I can keep their ability to expand early while not overpowering their national troops.
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