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  #1  
Old April 28th, 2008, 01:35 AM

IndyPendant IndyPendant is offline
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Hmm, that's a good point. One I hadn't thought of. It's too bad though; I *hate* Dom3 lategame. With Hard research, the entire back half of this game will consist of nothing but Mages and SCs, with individual military units useless as anything but meatshields. (Well okay, I exagerrate. But not by much!)

All right, consider me shifted back to neutral on Hard or Very Hard research. I will play either way (which probably means Hard ; ).
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  #2  
Old April 28th, 2008, 02:03 AM
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I'm personally in favor of Hard.

I do however understand the concern people have for late game strategies arriving in the middle of the game's run. AdmiralZhao's "ideal world" does sound appealing, but isn't possible as far as I know in the way he would want it.

My best suggestion would actually be to make an additional mod. It wouldn't be hard at all to take all the lower level spells and move them even lower by one rank and then set the research to very hard.
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  #3  
Old April 28th, 2008, 02:57 AM
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If you still have room I'd like to join as a player or as an alternate if not.
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Old April 28th, 2008, 04:46 AM
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Quote:
AreaOfEffect said:
My best suggestion would actually be to make an additional mod. It wouldn't be hard at all to take all the lower level spells and move them even lower by one rank and then set the research to very hard.
If the goal is only to give more chance to non bless nations against sacred/trampler/awake pretenders rushes a mod to reduce just the levels of the few spells countering them, or make some low level spells more efficient, seem easily doable, just changing one or two spells per path (and only fatigue/immobilisation spells, so it doesn't change the balance of battle summons / dammages).

Edit : some suggestions

Air... has already false fetter a very good level 1 spell to immobilize ennemies (but only usable at short range)
confusion may get reduced level (2 or 3 instead of 5, as thaumaturgy is not a very popular school for air nations)

Astral... mind burn (level 2) already give a way to kill low hp sacreds
paralyze level may be reduced to make easier to stop tramplers or other big creatures

Earth... has already earth grip/meld at level 1 and 2
earth meld is fatigue heavy and earth 3 so lowering the cost or earth level may eventually be a good idea to give nations like Ulm more chances against an early rush

Death... terror and ghost grip levels may be reduced

Fire... Prison of fire and rage may get reduced levels

Nature... has tangle vine/vine arrow in level 1/2 but range/precision are bad
Sleep/Sleep Cloud and/or Panic are good candidates for -1 level

Water... Slime (level 1) is a very good spell against low numbers of powerful units out of the seas (if they don't have high MR) ; making possible to use it underwater may reduce the Oceania's sacreds advantage among sea nations
Numbness may get its level reduced to 2, offering a way to weaken high MR units (if they are not cold immune)
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Old April 28th, 2008, 07:54 AM
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Or just restrict the awesome power of the heavy bless strategies. None of these nations become hopeless if their bless is slightly weakened.

Just don't allow more than one 9+ path on a Pretender. Or don't allow any Imprisoned Pretenders. That will still allow powerful blesses but just weaken them a little.
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