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Poll: What kind of challenge you want to take on Warlord mod?
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Unstoppable Stampede
100.00%
1 100.00%
Nodeborne Souls
0%
0 0%
Cosmic Chessboard
0%
0 0%
Khan the Conqueror
0%
0 0%
Gods Play Dices
0%
0 0%
Uphill Battle
0%
0 0%
Total 1 vote(s) 100%
* You voted for this item. [Show Results]

 
[Warlord mod] What game-changing rule you want to take in Warlord mod? And why?

There are many new world-changing rules with potential to change how CoM would be played add in recent version of Warlord mod. And here they are.

- Unstoppable Stampede:
All neutral fantastic creatures gain "regeneration 0". You have to either kill them all or your effort would gone meaningless (or even worse for death creature stampede, they get bigger) This not only apply to monster stampedes but also to lairs too. And don't try rely on confusion spell, now confusion will only kill if battle is not won (same rule as buried effect).

- Nodeborne Souls:
Goodbye to those who see node as solution of your early power shortage, now nodes will defend itself much more vigourously! Neutral Node defenders and Stampede stack that attempt to take node back would get free common/uncommon buff of the same realm as the node at random. It is true interrupter of gameplay loop.

- Cosmic Chessboard:
Life neutral got brighter and death neutral got darker under Cosmic Chessboard. Any battle involve them invite divine and infernal intervention. They got free random common/uncommon combat enchantment and all the units in stack get buff by common/uncommon unit enchantment at random. They will become nightmare of mid game as agent of heaven and underworld move and run amok in your world.

- Khan the Conqueror:
Muggles fight back! Now neutral players will get bonus as if they have Warlord retort and Tactician retort at their disposal as now they are properly trained and properly commanded. Taking neutral city or ward off raiders would now be much more difficult sideshow for every wizards.

- Gods Play Dices:
As wizards love to gamble themselves with saving rolls, so gods above as they hedge their bet and cheat it too. Those fickle gods bet with fate of mortals across two planes with resistance penalty from -0 to -5 at random at the beginning of combat. Even worse than that, they cheat the dice in favor of  their puppets too, so human player suffers most with chance for penalties are twice as much. Luckily, those penalties only last until the end of combat.

- Uphill Battle:
For fans of Total War series that difficulty means tactical combat nolonger fair, this rule would just give what they want. All units not owned by human player will get +10% to-hit, +10% to-defend, +1 resistance just for be there to opposing human player, plain and simple. May Total War be with you....

Which ones are fit your taste for chellange as game rule? And why?
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I like the idea of neutral monsters being a sturdy, ever present threat. While chipping down lairs with hit and run tactics is entertaining, there's no question that they do cheapen the strategic aspect of the game somewhat. Forcing the player to engage more with them to reap their rewards will add a lot more to the lair hunting experience.
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