In my experience ANY human army becomes a catwalk once it gets going, no more so for the. luchuirp then the amurites, vampires or infernal.
As Qgqqqqq said, you could say the same thing about Keelyn with puppet spam, Calabim with a bunch of Vampires, Elves with cottages and Ancient Forests everywhere, anyone with Sacrifice the Weak, Ritualists, and Beasts of Agares, etc. The AI just can't stand up to the late game toys, whatever flavor of toys you prefer.
Speaking of which I made a balance suggestion fir the infernal (at RB) a while ago - basically the idea is that the amount of manes/ settlers hyborem starts with scale with the average size of civilizations.
Is this mostly based on MNAI?
If so, the dovellio leaders need a boost and flauros should be org/cre. Order/CoE need a boost and nox nocitis a nerf. Calabim also need a nerf as does keelyn.
Can you go through and explain some of these changes (Lucian, extra resources, "balance adjustments" etc.)?
It's hard to know why/what has been done, (a change log would be awesome ).
Yeah id do 95, but don't understand why raging seas needs such a boost (?) that's always been my least fu. part of it.
Agree with Doug.
Raw financial is OP on calabim, see PBEM2 at RB. Calabim is OP to, I'd advise EitB changes there. That fix is (IMO) ness scary for keelyn Luchuirp are too weak ATM, reference RB PBEMs 2, 4(?) & 12 (read bobs 12 thread for a good explanation).
Luchuirp are a mid-tier civ. They definitely don't need a nerf. If anything, I'd like to see more unique buildings based on mana. Water mana gives golems water walking, earth mana gives +20% strength, etc.
Dovellio leaders ARE completely useless
In my view the Doviello are actually fine, especially as Mahala. The only tweaks they need are 1) beastmasters not obsoleting and 2) a cost reduction on battlemasters.
The biggest change this game really needs is a nerf to the Governor's manor. That's gotta be the most overpowered building in the game. Given that you can spam it, well...
[to_xp]Gekko;12167448 said:I like how WM handled the govmanors, i.e. less free hammers below happycap and more free hammers above happycap. this encourages calabim to grow their cities regardless of happycap because angry citizens are still somewhat productive and they can of course be eaten, which makes their playstyle even more unique.
an easy way to do this would be having the govmanor give +2hammer per unhappy pop and -2hammer per happy pop. the net result is you only get hammers from unhappy citizens instead of for each pop point.
Leave GM unchanged (IMO).
[to_xp]Gekko;12167448 said:for Doviello, you should really consider changing create battering ram from Khazad to Doviello since it would fit them very well and it's useless for Khazad anyway. also, having doviello units steal metal weapons from defeated units would be nice.
[to_xp]Gekko;12167448 said:for leaders balance, check Eitb which does a pretty good job at that. also civic changes if you haven't already since variety is very lacking in vanilla with uber aristograrianism.
Leave GM unchanged (IMO).
Its one of the funnest mechanics if the mod, and not OP.
EitB changes: require training yard (added cost in both hammers/tech), unable to be drafted (actually cost hammers + makes it an investment rather then draft everywhere), spectres spam weakened (check chabgelog but IIRC they lost 2 strength). All this (+generally cheaper techs) only slows the snowball, but that's all that's needed as the strength of calabim wasn't in the strength of their buildup, but in how quickly it got going (spam aristofarms->draft unkillable army).
Agree about animals/civic balance.
I'll shut up about dovellio, maybe I just can't play them right
Thanks ill try read that.
Keelyn is wrong because puppets+summoner = x4 summons.
Check PBEM 7 fir details.
Financial is overpowered on flauros because its normally balanced with a weak civ - somethings the camps aren't even in EitB.
Order is just underwhelming compared to AV, meaning when you have to choose between the two (if playing optimally) you (almost ) always want AV .
We all know why nox nocitis is overpowered (right?).
The gimmicks of CoE aren't enough in MP (or SP. IMO) to outweigh the lack of priests / uniques .
[to_xp]Gekko;12167469 said:could animals keep spawning all throughout the game instead of only at the very beginning? I think the animal capture mechanic is underutilized and Wildlands option is not a very good solution as it means early scouting becomes even more suicidal. they only spawn in the fog anyway so with barb cities popping up they'll still be pretty rare!
I agree, arcane lore should be enough IMO.
I'm curious; which modcomp were you removing?
I like that one. Nightwatch is the only thing luchuirps can get from bowyers, right?or (my prefered) bowyers (it might seems illogical, but it is not !! bowyers is about advanced ranged combat, and fireballing golem IS advanced ranged combat for luirchips...
AND IIRC bowyers is most un-usefull for luirchips... and this would render it useful.)
Leave GM unchanged (IMO).
Its one of the funnest mechanics if the mod, and not OP.
....
I'll shut up about dovellio, maybe I just can't play them right
Thanks ill try read that.