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Asfex Wrote:I cannot let. Becouse if you have bad units,you will lose fame,and 'zombie mastery' work if you win battle. also,the quantity have to be less than 10. So,death must
focus to get enemy units weaker,not quantity. Also,you can animate normal units,but cannot undead.so you must focus on 'reuse after combat' instead of just create undead,with no 'second life'.
And about weakening units... think about this, to make an unit stronger, you can cast an spell before combat and pay it's upkeep, or cast during battle and loose it after the battle is done. To weaken an unit you have only the second option... During combat, you can cast only one spell per turn, regardless of you casting skill, and affect one unit per time, and it can resist the spell you cast... It will be really dificult to make bad spells to offset the good ones.
On other hand, a big cannonfodder army, backed by a few badass units can net more victories... Say, you go to battle with a stack of 5 zombies, 4 undead warlocks. While your lesser undeads take damage, the warlocks wreak the havock, you don´t mind to loose the zombies, zombie mastery will replentish them after the battle, and you can support more warlocks, since to mantain them you spend one mana per turn, instead of lots of money, so you can have several of those stacks...
Death realm already have death channels, so you can already do such a thing... What I´m talking about is to make this a little bit more automatic... You cast Altar of Sacrifice in a town, and all units build there already start death channeled. You cast night of living dead, and each town rise a random lesser fantastic undead unit... so, you have your army of the dead...
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The pre-enchants may be removed by disenchant area.
About 'night of living dead'-forget.this shall very unbalanced spell.
Ok,i'll need the other opinion about altar of sacrifice.
But i need an overland bit on unit,to make this.
So,who known,why berserk must not be overland spell?
I try it,and found that 2-3 pikemen with it can kill Great Wyrm.
August 16th, 2011, 03:23
(This post was last modified: August 16th, 2011, 09:43 by Asfex.)
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Before 1.31 patch berserk may be casted overland.but now it can be cast combat only.so,is it a new bag or not?
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Asfex Wrote:The pre-enchants may be removed by disenchant area.
About 'night of living dead'-forget.this shall very unbalanced spell.
Ok,i'll need the other opinion about altar of sacrifice.
But i need an overland bit on unit,to make this.
So,who known,why berserk must not be overland spell?
I try it,and found that 2-3 pikemen with it can kill Great Wyrm.
On other hand, if your Wyrm is suported by sprites, the pikeman don't stand a chance... You can try it...
Powerful melee units get way more powerful, but a lesser ranged unit can make a quick job of them... So berserk isn´t so unbalanced...
If you are death and sorcery... try matching phantom beast with berserk... that is a game breaker... that hopefully you get only very late in the game.
I think berserk should be an offensive spell as well... I think there t´s better to use berserk to soften high defense units than to harden high offense ones... Take the great Wyrm exemple... you get there with ranged flying units, such as shadow demons, cast it on the Wyrm, and now you have means to hit the Wyrm... And the Wyrm have no means to retaliate besides resisting the spell.
Use the same thing on a dragon and you will have a stack of dead shadow demons...
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Zephirus Wrote:I think there t´s better to use berserk to soften high defense units than to harden high offense ones... You can use black sleep for this. .i ask,why berserk unable to cast overland.
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Berserk makes you powerful against melee, but weak against ranged. So your pikeman make quick job of great wyrm, but sprites eats them with butter...
Try it if you don't belive me.
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Oh... I see now... you are FOR making berserk an overland spell... I was thinking you are against it... Damn language barriers... This is what happens when a russian and a brasilian try to talk to each other in english...
So, I´m for it... But certain combos could be game breakers... Giant strenght + berserk + flame blade + death channels... (1 + 2 + 3) * 2... that is plus 12 swords... on top of the double of the normal attack the unit might have... give this to a unit with first strike, say, paladins... and also give them arrow immunity for good measure, so now they are untouchable...
August 18th, 2011, 12:33
(This post was last modified: August 20th, 2011, 00:00 by Asfex.)
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Rocks still can kill it.
Ok, how about: 'evil omen cause each enemy lose 2 crosses in combat';and ''killed non-undead friendly units
rise as undead full health after combat,if 'cloud of shadow' or 'evil presence,or ' eternal night' still in effect .'
(I can realize it quick).
So,you can make army,and slain it,(but win),and get undead for you with no mana spent. I think its better,than just create undead.
Death immune units will not rise anyway. Also,the city under 'cursed lands' will produce undead units for the spell owner.
So,what?
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Asfex Wrote:Rocks still can kill it.
Ok, how about: 'evil omen cause each enemy lose 2 crosses in combat';and ''killed non-undead friendly units
rise as undead full health after combat,if 'cloud of shadow' or 'evil presence,or ' eternal night' still in effect .'
(I can realize it quick).
So,you can make army,and slain it,(but win),and get undead for you with no mana spent. I think its better,than just create undead.
Death immune units will not rise anyway. Also,the city under 'cursed lands' will produce undead units for the spell owner.
So,what?
Hum... That would make those spells too similar to zombie mastery... What about changing Zombie Mastery to raise another kind of undeads at random? I´m not talking about powerfull undeads... just zombies, skeletons and normal undead units... Say, you slay a dragon turtle with zombie mastery active. In this case, you have 33% of chance of raising a zombie, 33% of raising skeletons and 33% of raising a undead dragon turtle...
About the other spells, what about for each death overland enchantment active you have, each city have a small chance of raising a lesser undead (zombies, ghouls, skeletons)... say 5%, and this effect could be cumulative... This way you can replentish your undeads without diverting from casting more useful spells, you will still have to pay for the upkeep of those spells and the undeads you get, and you will spend less resources to garrisson your cities (undeads dont reduce unrest, but if you are attacked, you can cast some spells to defend your city from the attackers)
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Another point that should be noted... unless you are in Myrror, the shambling army of the dead moves too slowly... one movement per turn... What about giving them means to move faster?
I´m not talking about giving more MPs to the undead units... just about tweaking Wraith Form to allow ships to move on earth. Flight is at the same power bracket as Wraith Form, and allows this... and despite of this, a wraithformed ship would be still weaker than a floating one... It would be still in the range of swords and pikes. You would just be able to deploy your dead more quickly this way...
There could be some troubles teaching the AI to do this... but what do you think of this idea?
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