October 31st, 2022, 15:30
Posts: 225
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Joined: Sep 2019
More challenging: mandatory razing of captured cities.
November 2nd, 2022, 08:05
Posts: 130
Threads: 31
Joined: Aug 2015
I have done some testing of this mod. I find it challenging and well balanced and, in terms of normal units, less boring than the original.
Couple observations/suggestions:
Can Alchemist Guild have some use besides being a gateway building and unlocking resources? How about 2 power or 2 research points or both?
High Elves have the most versatile military. Pegasi are hard to kill and fast; Elven Lords hit hard. Rangers are surprisingly lackluster, but strong as a defensive unit. However, crossbowmen on defense possibly do a better job.
Cataphracts are a very useful jack-of-all-trades; Griffins I found disappointing (fragile; first strike not very effective).
Legionaires are cool when buffed and can withstand some punishment.
Wyvern Riders seem to be superior to Gugallanas; the weakish stoning gaze does not seem to make up for it.
Musketeers with thrown 9 seem very strong - is that intentional? In most situations I prefer them to Huskarls.
Klackon military is all but disappointing, stag beetle probably the worst armorers guild unit.
Gnolls and barbs seem ok for what they are.
I do not like market place being a requirement for Magic Market, but that is a matter of taste.
Good job all in all!
November 2nd, 2022, 16:08
(This post was last modified: November 2nd, 2022, 20:29 by zitro1987.)
Posts: 1,341
Threads: 24
Joined: Feb 2012
Hey thanks for the feedback, it's easier to study these things from an unbiased outside perspective.
*Alchemist Guild: you make a good point - the original master of magic provided a bit of power income and Warlord mod makes it a prerequisite to a research building. I can discuss with author, seems like change is possible
*Magic Market: it is more about preference and flavor, unlikely to change.
*High Elves - they sure are versatile military-wise and can be a good race for a first-time player. Rangers is roughly equivalent to pegasi in 'bang for your buck', thanks to cheaper cost and support abilities (pathfinder, stealth), so they serve a purpose.
*Griffins and Cataphracts are comparable in effectiveness until you have war college, pushing cataphracts slightly ahead. Griffins intentionally made 'average' in the sense that they give nomads an flying melee alternative to all their mixed-attack units if needed. This might be startling for Master of Magic's (not Caster) best recruitable flying unit.
*Legionaires, if you can overcome their weaknesses (resistance, speed, low base melee), can be outstanding, a bit of a reward for Orc's consistently mediocre units if you have means of buffing them.
*Wyvern Riders and Gugallanas, like griffins, are both 'average' and if you think about it quite similar in style in that they have high to hit, has resistance-based attack, provide a flying alternative in their respective races, and are from economy-oriented races. I do think wyverns have better potential, especially if you play with death (reducing resistance, buffing with shadow strike which adds thrown triggering poison again). And Gugalannas are myrran so ... they may get a small buff next version
*Musketeer may get a resistance reduction, furthering the advantage of the other top 3 units of race on resistance and ranged-protection. the high thrown will likely stay and is part of the design
*Klackon military is disappointing on base stats over cost (among the weakest for mid-tier and worst armorer unit), but the race's production output mitigates that and it is far easier to crank these out and outnumber the somewhat superior units from other races. This is intentional and their 'maiden queen' later in game helps a lot on buffing the numerous klackon armies.
*Glad Gnolls are ok, they were far too weak in Master of Magic and Caster of Magic.
November 3rd, 2022, 01:21
(This post was last modified: November 3rd, 2022, 01:25 by Suppanut.)
Posts: 1,161
Threads: 15
Joined: Nov 2020
(November 2nd, 2022, 08:05)occasionalplayer Wrote: I have done some testing of this mod. I find it challenging and well balanced and, in terms of normal units, less boring than the original.
Couple observations/suggestions:
Can Alchemist Guild have some use besides being a gateway building and unlocking resources? How about 2 power or 2 research points or both?
High Elves have the most versatile military. Pegasi are hard to kill and fast; Elven Lords hit hard. Rangers are surprisingly lackluster, but strong as a defensive unit. However, crossbowmen on defense possibly do a better job.
Cataphracts are a very useful jack-of-all-trades; Griffins I found disappointing (fragile; first strike not very effective).
Legionaires are cool when buffed and can withstand some punishment.
Wyvern Riders seem to be superior to Gugallanas; the weakish stoning gaze does not seem to make up for it.
Musketeers with thrown 9 seem very strong - is that intentional? In most situations I prefer them to Huskarls.
Klackon military is all but disappointing, stag beetle probably the worst armorers guild unit.
Gnolls and barbs seem ok for what they are.
I do not like market place being a requirement for Magic Market, but that is a matter of taste.
Good job all in all!
Real strength of Rangers is on strategic level. Ranger's stealth perk allow it to infiltrate enemy line without break wizard pact or impact relationship with other wizards. You could use it to explore, clear lair, and garrison nodes inside enemy territory to deny chance for your friendly rivals to use it. Other units which could be using in similar manner are Halfling's Scouts and Dark Elf's Nightblades or summon creatures such as Great Lizard, Night Stalker, and Air Elemental (in case you have Fairy Ring).
Griffin is nolonger main strength of nomad anymore as it now has horse archery as racial hat.
Musketeer's high strength thrown is intentional as simulation of firing volley and lower fire-rate of early gunpowder weapons.
Klackon's main strength is on lower tier units such as preying mantis and its economic capacity to field and replacing them in large number.
November 3rd, 2022, 06:04
Posts: 130
Threads: 31
Joined: Aug 2015
Another observation on power:
I picked 4S4N Warlord Benefactor Astro- why does my fortress only generate 9 Power?
Latest version.
November 3rd, 2022, 08:59
Posts: 130
Threads: 31
Joined: Aug 2015
More observations:
Barbarians are still better than gnolls because of attack flyers. For Barbs, Gladiators are better than beserkers. Berserkers are glass cannon- yes, you can buff them, but barbarians will never have as much spell power as needed to buff a stack (or, rarely). Barb heavy cavalry might be better for many purposes (also glass cannon, but at least first strike).
Lizards, I am afraid, are underwhelming. Low production seems crippling. Javelineers are weak hitters, it seems. Dragon Turtle is ok, better than beetle.
Favorite Arcanus unit for me Elven Lords.
November 3rd, 2022, 13:07
Posts: 1,341
Threads: 24
Joined: Feb 2012
(November 3rd, 2022, 06:04)occasionalplayer Wrote: Another observation on power:
I picked 4S4N Warlord Benefactor Astro- why does my fortress only generate 9 Power?
Latest version.
It should be 18 power for 8 books, odd as I haven’t seem this issue with mono color 8 books. Is there a bug with multi-color Suppanut or interaction with these retorts? I don’t remember seeing this problem
November 3rd, 2022, 15:22
Posts: 130
Threads: 31
Joined: Aug 2015
Please check, it happens more often, especially with Sorc/Nature.
November 3rd, 2022, 19:53
Posts: 1,161
Threads: 15
Joined: Nov 2020
(November 3rd, 2022, 06:04)occasionalplayer Wrote: Another observation on power:
I picked 4S4N Warlord Benefactor Astro- why does my fortress only generate 9 Power?
Latest version.
Nothing wrong found, I get 18 power from fortress in this setting. Do you pick underdevelop start rule? That rule would cut power from fortress by half.
November 4th, 2022, 01:17
Posts: 130
Threads: 31
Joined: Aug 2015
Yes, that could be the issue. I will try it again.
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