....aaaaand damages everyone, including friends and foes and if neutral units are at range, it gives DoW warning before casting....this is a flood for gods sake and floods do not make choices... (maybe to exclude from "friendly fire" drowns and stygian guards ?)
Tsunami should hit everyone already, except those standing in the tile in which the caster is. Maybe it could just hit anyone who does not have the ability to walk over water or fly. That would make OO units immune to it, and also creates a few ways to ignore the spell (adopt OO, Mages with Water II, Lanun war tortoises, Luchuirp golems when/if they get water walking and so on).
Jesus. Crush is on of OP-ed thing in the Erebus and by using this spell alone you can win ridicuously easely otherwisely against of impossible odds. It even hits invisible units... And dvarfs already have the best collateral damage maschines....
in my opinion for "crush" suits best this description "affects only physical living units" (humans, dvarves, etc)- not summons, illusions, undead, nonliving (angels), elementals etc. I'd give to golems some resistance vs crush and tsunami....
And still "one hit wonder" effect for user...
Test at the worldbuilder....if you do not believe in me...
As I mentioned, Crush and Pillar of Fire are identical except that Crush makes physical damage and that Pillar of Fire can create smoke. And I know quite well how great Pillar of Fire can be (see our discussions about Chalid and Priors). Crush may need to increase its lower damage cap because physical is far more difficult to resist than fire, but otherwise all decisions made for one of the spells should apply to the other too.
Being able to hit invisible units seems like a bug to me..
Making it affect only living units does not make much sense to me. The spell seems to be crushing opponents with earth or rocks; not alive units would feel that too.
The Luchuirp could get a new building that gives them Magic Resistance. It should have high requirements, though.
If any spell is made into a "one hit wonder" the result will IMO be that no one uses it. I have only used Mind III once (just to try it) and it is something that gives a permanent benefit. I doubt that anyone would consider the investment in dwarven druids if their damage spell was something to use just once.
It could get a fix like the one planned for the Pillar of Fire problems: the spell could require an additional technology.
Make mounted mercenaries more expensive, add + 50%: they are faster, withrawal chance, stronger, etc.
I increased the cost for the owner from 180 to 200, and for others from 200 to 300. I think that the cost for others is balanced, and I don't want to make mercenaries too expensive for the Hippus. It's their thing
I love most of the propositions in the 'to-do-list', but I'm inclined to follow most of the comments above to perfect it. (estp tasunke's)
Thanks
however, IMO "crush" is not OP ... it is a High-priest spell, It should be powerful. And IIRC, the damage is not SO big.. the main effects being : de-fortifying units / destroying buildings.
The pillar of flame damage is greater IMO.
Crush is the Dwarven druid spell, and it is roughly the equal of Pillar of Fire. Are you confusing it with Earthquake?
for luirchips : earth mana building should at leastgive 1FS and not a FS chance... chances are boring and completly unbalanced effects. one FS is already not much, but a meager chance of it...; iirk. (that's why I always dislike the current drill I promotion...)
Agreed.
normally mithril is imprevious to the rust spell (at least it was in FFH ; maybe MnAI changed that ?)
Rust has always affected Mithril for me and I started playing directly with MNAI after a few OOS ridden games in vanilla FFH2, so that may be true.
For Auric: what about a +30% heal at end of turn (or at beginning of turn?)...
IMO, a rush with many minions should be a way to swarm him. but +30%heal after combat will condemn that possibility as any unit that make a dent in him (1%damage) will be for nothing as the unit heals 30%...
or make it 5% heal...it is already much has he has great strength.
You are right, swarming Auric should be a proper strategy to delay him a bit. The "If Auric is defeated without using the Godslayer he will stay at 10% health instead of dying" addition should be enough.
For elohim monks - I guess the easiest way are "special promotions" - after combat or must meet prerequisites. Varios "karate strikes" - depends on levels - early level strikes "one hit wonders" and high level strikes as permanent promos.
[to_xp]Gekko;12722365 said:
I also like wildmana style purity counter making monks stronger, with counter rising with low AC, good civics and religions and buildings. builder playstyle that rewards you with powerful units.
lfgr and I have been discussing about monks a lot. You can read the discussion in its proposal task:
https://bitbucket.org/Terkhen/extramodmod/issue/112/elohim-monks#comment-5743748
As mentioned in that discussion, I prefer a solution that the AI can understand easily and/or does not need to understand because it'll be doing it anyways.