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  #1  
Old 05-02-2014, 11:38 PM
Kiras Kiras is offline
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Originally Posted by Fatt_Shade View Post
@Kiras Nice run man. Only question : what kids you had at end ? Maybe some screen of end game hero screen

About this spell bonuses now isnt big problem, but it will be if this mod get functional for Ap/Cw where intellect can get to 80+. Some change should be done, but not linear if possible.
Suggestion : to make intellect bonus for some spells go in some formula until 30-40 int, above that lower bonus, above 70 still some bonus but again lower.Same as with plague spell there is cap for penalty to unit stats.Why not make stone skin/divine armor and rest?
I've played through this before honestly, but I was cheating this round on controlling which kids Gelu, Ryland, Aeris, and Ivor. That basically gives me tons of elves and hunters. Ironically, it didn't end up being nearly as powerful as I thought it would be, because phys attacks weren't that good. Even though the hunters and elves almost always critted. With mass slow, pretty much any ranged heavy army could mow down the enemies before they reach you, especially if you start chucking pygmy or plague at the tough stacks. Plus, Phoenix are fantastic expendable tanks. The only scary enemies later on, besides heroes casting armageddon on me, were black and red dragons. They became a lot less scary when I noticed that my armageddon was doing no damage to me. My army didn't matter much at that point. I'm tempted to play again with a demon army, which would make the fire damage negligible. I miss my demonologists though, Crossworlds really has a better variety of units.

Last edited by Kiras; 05-02-2014 at 11:44 PM.
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Old 05-03-2014, 09:31 PM
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Sirlancelot Sirlancelot is offline
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Originally Posted by Kiras View Post
A couple balance issues aside, it's fun to laugh at impossible armies as I squish them like bugs.
A couple balance issues aside squishing impossible armies like bugs??? I get you're being ironic, right? Now I feel rather discouraged. Great feedback, though.

To be honest, I wanted challenge level to be somehow simmilar to that of Ufo classic ironman, where no matter how good you play, you can lose. And sometimes, unexpectedly.

Good strategy and tactics should almost always a requisite to win, yet not a warranty. Otherwise it's just a complex and time consuming labour to accomplish before victory comes.
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Old 05-03-2014, 09:49 PM
Kiras Kiras is offline
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A couple balance issues aside squishing impossible armies like bugs??? I get you're being ironic, right? Now I feel rather discouraged. Great feedback, though.

To be honest, I wanted challenge level to be somehow simmilar to that of Ufo classic ironman, where no matter how good you play, you can lose. And sometimes, unexpectedly.

Good strategy and tactics should almost always a requisite to win, yet not a warranty. Otherwise it's just a complex and time consuming labour to accomplish before victory comes.
Maybe I should have drawn a stronger distinction between hero armies and normal armies. Mages have always had the lowest leadership, so they run into more "impossible" foes, but they have the tools for dealing with them. It's not that hard to squish impossible armies with good spells. Heroes are a totally different matter, they're dangerous to the point that it's worth using dryads to sleep a chunk of their units, just so you can prevent them from casting on you. The armageddon fix will also help greatly at making armies more dangerous, as will things like nerfing mass stoneskin.

Last edited by Kiras; 05-03-2014 at 09:52 PM.
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