Sephi, I am so glad to see you back and tweaking MOM, and even more excited to see you make something of your own as well.
I was very active during the MOM betas, I even played with the experimental 3.0 version. I'm certainly looking forward to see what you make with your own lore.
I had to quit a svarts game yesterday because i had 5 goblin forts. I went full military trying to keep up and break out to expand, but lost a 91% combat against a goblin spear unit that gained +30% vs dark elves randomly and I basically lost.
Awww, I'll miss the OP Winter units. Fitting for them to be so strong given the weakness of the court. Though I have to ADMIT that I will miss the current winter court mech. I played an EMP game without building any settlers, had the city size up to about 45, and was using esus to flip enemy...
Don't undersell the magi circle. In the early game, before you have things to spend mana on, it turbo charges your unit/settler production, since you can turn all of that unused mana into hammers.
It's not so much that the thieves are "not good", it's that they are being compared to things like using mana to rush, access to deer/fur and a free good tier unit, etc.
I wanted to start a conversation about the relative balance between the guilds.
I feel that some are much better than others right now, Esus especially is pretty weak for an early game pick. I'd like to see it get the bonus to cottages earlier. Perhaps on the first or second tech. A lot of...
Some of the events that reference no longer used mana types are wonky. The library fire event says "send water adepts" but requires nature mana, so civs with water mana can't save their library even though the text of the event implies that they can.
In 9 years of playing FFH2 based mod mods, I never knew elves had a weakness to poison. It really explains WHY it feels so rough specifically with the svarts. IT ALL MAKES SENSE NOW.
That's basically the cause. Their lairs are usually in a jungle/forest, and quite often a hill as well. And the base spawn that sit on that are fortified to boot. If they were just a defensive lair that was hard to prune, it would be one thing, but they spit out units that go and turtle on...
I played through 5 more games this weekend, and I don't think it's barbarians in general. I think it's Goblin archers in particular. On games when I spawn on grassland, 50-100% of the lairs that spawn will be goblins archers. When I spawn on plains, 0% will be. The games in ANY terrain that...
So basically, for every civ and every game you are forced to tech just this way? Because that's just the illusion of choice and prone to getting stale. I'm having a lot of difficulty with Svartalfar, who have the weaknesses of the Ljosalfar but lack an early game hero.
I am having just a terrible time with barbs this update, to the point of almost giving up on most of the civs. For me, if I don't start with an offensive mana, or a strong civ mechanic in the early game it just becomes an exercise in futility.
I can go for quick growth, but I just end up with...
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