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Spells: Light touch balancing for release

Catwalk Wrote:I still prefer Invulnerability at strength 2. It's one of the best ways to counter multi-figure units, while not being terribly effective against single-figure units. Spells like that are really important in order to balance out multi-figure advantages IMO.
No, since the bonus is applied for every defending figure. Actually, it is more effective for an 8-figure unit than for a single one.

Invulnerability should be either
- moved up a rarity level
- eased to 1 block
- stripped off the weapon immunity effect
- conserved as it is, but the bonus is applied only once for the whole unit

The last case would make the spell very good only for non-multifigure units, I guess.

Vagabond Wrote:I don't use Heroism for comparison because I haven't come up with a fix to the spell that anyone likes. I still think about it, but nothing productive comes from my ruminations.
If Heroism is not castable in combat, I could live with Catwalk's suggestion (conserve, move up rarity lvl, +$). In combat, it is a no-brainer, I cast it always on my least experienced unit (it's dumb). If Heroism is not castable in combat + Veteran level only, I'd let it exist in Common spells, where it is most useful (beginning of the game). Although Heroism --> Veteran... sounds disapointing.

Quote:Though for later spell changes I'm now thinking of a beefier combat spell Giant Growth that could give +health and +attack.
Yipee.

True, didn't think about that one. I hate the last option, not sure what to suggest for it.

kyrub Wrote:If Heroism is not castable in combat, I could live with Catwalk's suggestion (conserve, move up rarity lvl, +$). In combat, it is a no-brainer, I cast it always on my least experienced unit (it's dumb). If Heroism is not castable in combat + Veteran level only, I'd let it exist in Common spells, where it is most useful (beginning of the game). Although Heroism --> Veteran... sounds disapointing.

I love collaberative work because someone always points out something I missed. I also hate collaberative efforts because the thing I missed is often blindingly obvious. Ah well, I really like taking Heroic out of the combat spells and making it strictly overland. You can still cast it on your least experienced army member, but 20 turns later that will have changed.

I'd actually prefer it being combat only over overland only :neenernee

The reasons behind your preferation...?

kyrub, you mentioned wanting changes in a table. What's your preferred format? CSV, XLS, whatnot?

Oops. I always thought someone else would do the changes, until we get to the real hard part. I think I even said that somewhere (not sure).

These are simple hex-editions in SPELLDAT.LBX (external) table. Look up Aureus posts in roughseas.ca and you should get the idea how to change them. He explains all somewhere there. If you're stuck, PM me and I will try to help you. But I am illiterate as much as you on this subject.

Catwalk Wrote:I'd actually prefer it being combat only over overland only :neenernee

Yes, I vote for combat only 120%. Please make it so. In addition, with warlord, a unit should be promoted ultra-elite, rather than just elite.

kyrub Wrote:Oops. I always thought someone else would do the changes, until we get to the real hard part. I think I even said that somewhere (not sure).

These are simple hex-editions in SPELLDAT.LBX (external) table. Look up Aureus posts in roughseas.ca and you should get the idea how to change them. He explains all somewhere there. If you're stuck, PM me and I will try to help you. But I am illiterate as much as you on this subject.

OK, I'll see what I can do

robinh2123 Wrote:Yes, I vote for combat only 120%. Please make it so. In addition, with warlord, a unit should be promoted ultra-elite, rather than just elite.

Could folks that want it combat-only give a reason? Here's the situation: Heroism is too powerful. And it's at its most powerful as a combat buff because then you can cherry pick your least experienced unit and buff them. As a non-combat buff, you have to do more planning and that seems to me to be a good thing.

As to elite/ultra-elite that's I believe a bug. Heroism as a non-combat spell fixes that bug essentially, but if we reinstate Heroism as a combat buff then that bug will need to be addressed at some point. Addressing that is outside the confines of Catnip 2.0 however.

I agree with the given arguments, overland only is fine as combat is where it's most powerful. Especially if you disallow it on heroes.



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