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Offensive power of normal units (non-maximised)

I started a game to try this out. It's really funny. The gnoll settlers are... decent!

[Image: 14bhw5l.png]
Not great, but still stronger than a lot of regular units. They're like mediocre heroes. And these are still missing a lot of buffs= they'd be a lot better with champion, adamantium, and lionheart/high prayer.
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*starts thinking about evil tournament formats with gnoll settlers*
Would anyone object vigorously if I merge these two threads?
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I think I'll raise Gnoll settlers' attack to 6 in my mod. No chance of matters getting out of hand - they scale badly with experience. And Dark Elf settlers will get strength 4 magical ranged attack. Halfling Settlers - strength 6 physical ranged attack.
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One sad thing I just realized- since gnolls can't build alchemists' guilds, they don't benefit from adamantium/mithril even with an alchemist wizard. You can still get them above 10 attack/defense though, with lionheart/high prayer/holy bonus/leadership. I think the maximum you could get would be 14 attack/defense.
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