the wizards' trait too weak

tipwong

Chieftain
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Mar 3, 2008
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well, the arcane trait( the wizard's unique trait) is too weak(expect for the civ/leader that have the adaptive trait), at least in the early game. If the production speed of adept double, is that ok or too overpowered. Or should this be unique to the wizards' race?
 
the wizard's unique trait? Who are the wizard's? And how is that trait unique?
 
sorry, this leader trait arcane trait(the amurites) is not seen in other leader's trait.(except for the civ/leader that have the adaptive trait) this trait increase arcane unit's rate of inceasing xp.(i.e. more likely to increase 1xp per turn) and double the building rate of mage guild (required to build adept).I think the Amurities early game is too weak, so I want to have them power up.
 
I think both Keelyn and Fearyl have the arcane trait. Probably even more leaders.

I do not think the trait is bad. Perhaps a suggested on an early unit or something if they need help in the early game.
 
I think both Keelyn and Fearyl have the arcane trait.

Keelyn is Creative/Summoner.

sorry, this leader trait arcane trait(the amurites) is not seen in other leader's trait.

The non-Amurite leaders who are Arcane are Faeryl, Tebryn and Thessa. Technicaly Perp also, but he's Insane anyway.
 
I guess I was wrong, but I still do not believe in making the arcane trait stronger.
 
I think the Amurities early game is too weak, so I want to have them power up.
The Amurites' early game is weak because their mid- and late-game is very strong. This is a tradeoff common to magic as implemented across a wide range of games. They have little advantage at first, to 'pay' for the power they will have later. This offset of power from the early game is intentional.

If the Amurites do need rebalancing, then modifying the Arcane trait would be a poor way to do that, because as mentioned there are a number of other non-Amurite leaders who have or can get this trait. Making the trait stronger would also increase the power level (or potential power level) of those other leaders.
 
Also find on this forum Shatners thread about his epic game as the Amurieties, 'Revenge of the Nerds' or something like that, were he, for the whole game(!), was allowed only to build adepts and other arcane units.

Many, me included, have tried this chalange with great success.
 
I find Arcane trait one of the strongest in the game. combine Acrane and summoner and you have a late game killing maciene.

magic is one of the strongest aspects of the game, and anything that strengthens that line is seriously powerful! it means you can get your mages and arc-mages sooner. having arc-mages much sooner is a HUGE advantage.

if you want something for an early rush then just go Rohan or something. if you're playing Amurites then dont expect early power, but your patience will be rewarded in the mid-game as you get mages and arc-mages sooner, and can leverage that ability.
 
I prefer adding a research bonus to Arcane.


I also tend to give Valledia Guardsman and Dain either Magic Resistant or Philosopher.
 
Dain already has Philosophy, therefore magic resistant is a some-what logical choice. Valledia already has Organized, Arcane ... and I see her more as a Merciless Bureaucrat than a Bannor Guardsman.

Therefore I see Valledia as Organized, Arcane, Financial. meanwhile Dain would be Arcane, Philosophical, and Magic Resistant.

(and if u feel new Vallledia is *too overpowered* then you could switch Financial for Expansive. Also, in a mod where Magic Resistant doesn't exist as a trait, replace it with Summoner)
 
I said philosophy? I meant Charismatic. Normally I figure that is too strong though, as Philosophical is a little better in my version (making Academies buildable).


I tend to think that Guardsman works well for her (better than for the Bannor actually, from whom I often take the trait away but to whom I give Valor as a default race) because it allows her to better protect her arcane units. She is personally not a strong mage, but does control the mages' less arcane guards, both to protect them and keep them in line.

I used to often give her Financial though.
 
I really like your addition of Valor to the bannor as a default race, however I must say I think that they (the Bannor) need both Guardsman and Valor to remain Flavorful/Competitive.

Not sure how to implement the Bannor's distaste for magic ... other than perhaps allowing for Mages and Archmages to give a Static amount of War Weariness per unit, so that there will be "War Weariness" abounding in a magic heavy and peaceful bannor, while a Melee heavy and Crusading Bannor will be dealing with less WW. Just a thought.

Edit: Dain as Arcane/Philo/Charismatic would be interesting indeed. Very flavorful, and indeed a guarantee of stronger mages. They rely on Firebowz too much nowadays as it is :p ... might as well give them an extra incentive to use their Wizards. hehehe
 
I also give them valour as a unique race, but I improve valour significantly. It's effects are something like 30% more xp per battle, at least 1 xp per battle, and 15% combat bonus. The combat bonus makes Capria's early game troops the strongest around, something fitting for a people who have just emerged from hell.

I made these changes to talor make the Bannor (and especially Capria) to my personal tastes. The Bannor are without doubt my favourite civ flavourwise, and now they are in gameplay terms also.
 
Yes, Valor is quite fitting for the Bannor as a default race.

I would beseech you that the Hippus should have Bounty Hunter as a default race ... at least for mounted units, and CERTAINLY for any Mercenaries they use.
 
I get the feeling that that Bounty Hunter as a default race could get really overpowered. I might make a trait for one of their minor leaders that gives it out though though. I was actually thinking of adding Magnadine as a leader, who like other unit-leaders would make you risk using your traits if the hero dies. How would Charismatic/Raider/Barbarian/Bounty Hunter sound for him?


I'm leaning towards having Hippus Mercenaries simply not have the Mercenary promotion, so they won't cost gold each battle and won't have a chance to turn barbarian. I may also make Mercenaries hired by the Magnadine unit start with Bounty Hunter, Morale, and Loyalty. Magnadine's hire units spell may then be removed.



Hmmm...I just realized that my problem with the code would probably be easy to fix if I reworked it in a way that actually makes it more flavorful. Instead of giving out UUs and racial promotions at random, I think I'll make it so that you get the UUs and race of the civ in whose cities you hire the units, and so that a fraction of the hiring cost goes to the original owner of that city (say, 20% if said owner was Hippus and 10% otherwise).
 
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