Lemminkäinen
Warlord
- Joined
- Mar 3, 2008
- Messages
- 111
Ok, time to get on with this. I'm going to try to make Jotnar work on latest Fall Further this weekend.
\o/ Yay! Happy times - can't wait!
Ok, time to get on with this. I'm going to try to make Jotnar work on latest Fall Further this weekend.
Excellent.
But a question, why do they gain experience slower?
I thought the jotnar were already handicapped, by having limited numbers of military units. Seems like it would be rather weak to have them be levelling slower too.
I haven't played this yet, though. I would like to, hopefully you can get it compatible with the current patch soon.
this is a misspost
Trust me, they -are- handicapped, but their units do make up for it. They have problems handling early rushes of multiple 10+ stacks, but when armageddon counter rises to 30+ they can mass-build orc arrowfodder and in late-game they have some of the most horrible units in the game.
Also, those thrall militia sound pitiful. Even with 50% city defence, that still makes them weaker than normal warriors.
Why do they have a unit tied to the AC?
I turn the AC off in quite a few of my games. Unless I'm going for epic good/evil battles, I don't really like the world going to hell around me. And that blight gets mighty annoying when the AI just razes cities without a care.
Warrior 3/3
Thrall Militia 1/2
Thrall Militia defending city against warrior is 3 vs 3 (2 + 50%).
They exist for early defence. Not expansion. Often also, Jotnar can build their new cities inside their own cultural borders.
True, but there are many other units tied to AC, dragons and end-game units. The mithril golem etc.
Perhaps time and development have passed me by, if desired I could remove the armageddon counter pre-requisite and add instaed some technology. Any suggestions?
Yes, but warrior 3/3 +25% city defence
Other civ's warriors are better at defending your cities, than these thralls.
I think a tech requirement could be good. Or maybe the ability to hire them at goblin forts and such. Perhaps both of those.
But generall, the Armageddon Counter represents hell creeeping into the world, and any units tied to it which aren't either from hell, or designed to oppose it, is a pretty strange thing, I think.
Aren't they just an adaptation? As the AC goes up "Jotnar spawning" goes down and they become desperate enough to take on the orcs, ogres, etc. (I'm assuming that's still planned,)
I think python can check for the activation of a game option. So if AC is off the O-units could be made available another way. (OTOH, maybe they wouldn't be needed.) Not necessarily bad that they're made available other ways, too. But so far as I know the basic rationale for them is fine.
[to_xp]Gekko;7901884 said:it's something unique and as such it's gonna be more fun than yet another tech prerech... it's the FFH way
[to_xp]Gekko;7903982 said:and when the blight hits, with the Jotnar you get a new fodder unit to make up for it. it's something the other races don't get, which is what makes it good
I can see the argument that the jotnar would become more desperate as the AC rises. but they would also become desperate when a huge army rolls into their territory.
Or when orthus shows up at a barely guarded city. If "desperation" is the prereq, why can't they hire mercenaries then too?
And especially not an AC requirement of 30. That's when the blight hits. it's something you avoid at all costs.