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5.6 Brainstorming thread |
Posted by: Seravy - May 29th, 2019, 13:44 - Forum: Caster of Magic
- Replies (18)
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For the next version I'm planning to look through all the patches Drake158 posted here : https://masterofmagic.fandom.com/wiki/Us...ravySensei , while they are mostly meant for the base game, some should be useful in CoM as well.
We also wanted to replace Call Centaurs and possibly Fairy Dust with new creature spells.
But first, we have this :
https://www.youtube.com/watch?v=9bFA9G-C3c8
https://www.youtube.com/watch?v=1aDmbmLKwXQ
Night stalkers. I can't really spot an obvious problem with them, it's more like they are slightly too good at everything? What I see, focusing strictly on their early game potential only
-They come slightly too early for a "late uncommon" summon, at 1280 RP, only half as much as Shadow Demons.
-Same for a unit with Invisibility, we've required 1406 on Nightblades for balance reasons, but this comes much faster, so even considering the fact they are harder to mass-produce early on, it's still a bit too early? All other sources of Invisibility are rare tier other than found items.
-They are effective in stacks of 1 which was a recurring issue previously, on pre-nerf werewolves.
-They result in "no losses" battles which was the other half of the above problem of werewolves.
-There are 2 realms with a hard counter to them and one with a soft counter but Death is one of the hard counters and it's easy to ally with another Death wizard. (True Sight and creatures with Illusion Immunity)
-They have enough HP to survive a few melee exchanges even against enemies where the gaze has no effect, and do enough damage to slowly wear them down. With the large enough HP pool they heal efficiently from Shamans to do this often enough to matter.
-The AI wastes mana on casting combat spells against them in case of the "soft counter", Sorcery's Resist Magic. This isn't really a significant amount but it's cumulative : you get to do it once every turn for every night stalker you own. As long as you don't lose them, the AI loses more and more mana each turn. Of course same happens if the AI has no counter at all but in that case winning the battle is more effective than draining mana so no one cares.
-The save modifier is maybe too good at -3? Nothing to compare to, really, the only other gaze units are rare.
Potential solutions can be, depending on which of the above we deem critical :
-Higher RP cost
-Add at least one more counter against Invisibility to one of the realms lacking it. (Phantoms could have immunity to illusions, or if we do replace the Nature spells we want to, that is another possibility. This might make Invisibility too weak overall.)
-Move Night Stalker to rare and buff it (do we have a rare Death spell that functions fairly as an uncommon?)
-Reduce Max HP (might make them too easy to kill by spells for a human player)
Do note he doesn't seem to be winning as quickly as usual so fixing this isn't very urgent, we can take our time discussing if, and what we need to do. Doing nothing is an option too, he did have a Barbarian (kinda autowin due to no magic weapons) and Death (ally) opponent so the video by itself doesn't necessarily mean there is a problem.
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EitB PBEM LIII Organizing & Tech Thread |
Posted by: mackoti - May 24th, 2019, 04:11 - Forum: Erebus in the Balance PBEM LIII
- Replies (114)
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(May 23rd, 2019, 20:58)Mr. Cairo Wrote: Sounds good to me lol. Anyone up for another?
GG mack, very well played.
I am up. I hope superjm was kidding about no game with,i think Auro cant wait for revenge, lets hope dave wants to play as well and maybe some of the oldgarde want to play.
i wish to find someone to generate a map for us and doing minor edit like getting everyone 1-2 happy resource, get at least 1-2 mana nodes and every start to be playable and not have a totaly miror map again.But if we cant find is fine i supose, but i realy want to have that exploring thing back.
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Omniscient plus Guardian - better with Klackons or Lizards? |
Posted by: occasionalplayer - May 22nd, 2019, 11:00 - Forum: Caster of Magic
- Replies (1)
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I thought about this: Omniscient/Guardian (and: Myrran, it seems). The concept is simple: Expand as much as you can.
It has been suggested with Klackons (one book each - two life books). However, the problem with Klackons:
1. Settlers are extremely slow
2. Lair conquest virtually impossible (no ranged units, flyers cannot be hurt until Stag Beetle).
3. Neutrals must be razed usually.
Lizards:
1. Low production for lack of miners guild.
2. Worse buildings than Klackons
3. Less gold.
Would appreciate input. Probably not enough for lunatic, but might work well eg on expert.
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Where is the turn number/date in the UI? |
Posted by: Whosit - May 18th, 2019, 11:01 - Forum: Master of Orion
- Replies (3)
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Hey there, Realms Beyond, it's been a while.
Just bought MOO from GOG the other night after reading some of Sullla's old stuff, and I did not get a wink of sleep so maybe starting a game immediately had been a bad idea. I did win my first game as the Mrrshan, but it was on Average difficulty so probably not that spectacular, ha ha.
Anyway, I feel silly making a whole thread for this but I can't seem to find a general Q&A thread here. Sullla's reports mentioned a lot of turn numbers, but I could never see the current turn aside from when I founded a colony or built a ship. Is that info hiding somewhere or am I just tired and blind?
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