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Author Topic: Conquest 2nd Game Chat Room  (Read 134042 times)
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alavet
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« Reply #135 on: September 17, 2009, 08:21:31 PM »

also my friend advices me a very nice rule when we were discussing conquest. he advices to make a rule: IF THERE IS GOING TO BE ALLY VICTORY, IT SHOULD BE ONLY 2 PLAYERS ALLOWED TO BE IN ALLY AS A WINNERS.
so it will kep game more dynamic and prevent of forming too strong aliances (like 4 vs 2 etc)
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Flak
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« Reply #136 on: September 17, 2009, 10:46:58 PM »

i will make the changes to drow

the rules already allows only 2 player to allied victory, so that i dont need to change Wink
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Flak
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« Reply #137 on: September 18, 2009, 10:44:27 AM »

and here is the new full update with new updated drow and last times change to empire

* conquest33.zip (10.71 KB - downloaded 296 times.)
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"There is only one way out of hell, thats through it" -- General Patton

"Just because a mage wears the Black Robes, does not make him evil." -- Raislin Magere

"Evil Turns upon it self" -- Paladine
alavet
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« Reply #138 on: September 18, 2009, 10:56:58 AM »

do you mean Empire Changesas there:
Empire
Halbardiers +1IN, +1LD, +1 Shield
Greatswords +1IN, +1 Shield
Knights +1LD
New Unit, Kemperbad Militia. 170gc, weak infantry.

or somethign else?
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sipax
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« Reply #139 on: September 18, 2009, 11:47:09 AM »

Flak, you dorgot to delete "archer" type from the assassins. They have no bows, but still will not pursue the enemy in melee. Im doesnt tested that, but i watched in the wh32editor - he will not lie.  Grin
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Flak
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« Reply #140 on: September 18, 2009, 05:35:02 PM »

yes that alavet
i might have forgotten to change the type, but your the only drow, so sipax if you are able to change that for yourself then thats cool
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"There is only one way out of hell, thats through it" -- General Patton

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"Evil Turns upon it self" -- Paladine
alavet
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« Reply #141 on: September 19, 2009, 03:59:26 PM »

after our battles with bembe (where i lost only 1 mage in 2 whole battles) we decided to test mercs in fights with Gharby. the problem with them that they dont have any real "special" unit, like elven archers/fanatics/flagellants/trolls/mummies/grail/whatever.  hovewer they're good in range - deadly canons& x-men workign great on flat maps.

hovewer tests showed that they flee too much easy. empire has flagellants, allied has "hate greenskins"" (so i guess its less possibility for them to flee agaisnt greeenskins), but mercs have no good meele unit which wouldnt flee after 1 attack of spider.

i propose to increase ST, WS, AT (1 of it by yoru choice) and LS+1 for ogres. also need small buff of swordmen or new unit as a medium infantry (prefferably). not big changes, as you see, but our tests with Gharby showed it should be enough.
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sipax
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« Reply #142 on: September 19, 2009, 04:04:09 PM »

Think adding AT to basic infantry is madness.
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Ghabry
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« Reply #143 on: September 19, 2009, 04:23:03 PM »

Yes we made some tests (first two against bembe then three against alavet)
I used his Merc armies and had my problems against goblins. First time I was just rushed on drakenhof castle Cheesy and in mousillion it was a "draw" (disconnect). These battles showed that the Mercenaries have a balancing problem.

In the one against alavet I played first with goblins, then vampires, then Alliance.
With goblins I had no real chance because of the bad archer range. His Crossbows and cannons just shot me down Wink.
Against undead the grail changed the result but I have to say: The cannons of Mercenaries are great. They killed the whole grail regiment...
And with Alliance he killed me by using "crying head spell" and his cannons -.-

So all in all the Cannons are the best units of the Mercenary (by protecting th ecannons with all other regiments so they survive until the end). But there is still a balancing problem: All other Regiment retreat quite easy (leadership 7. Thats Nothing Alliance has 8 and 9. The only thing they can do against Monsters is: RUN RUN RUN!!!). Without using cannons (like bembe does ^^) they are just crap because they can't really kill anything. So I would say that they should become a bit stronger.
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alavet
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« Reply #144 on: September 19, 2009, 04:29:52 PM »

i meant adding either AT WS or ST for ogres + LS for them. not a big buff since they're only 3 in regiment and not much superior unit by itself

p.s. bt check their stats:


they're so much suk. mayeb boost of +2 ws will be better if u choose it. or ST+WS i nthat case (if u dont liek increasing AT).
« Last Edit: September 19, 2009, 04:52:20 PM by alavet » Logged

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sipax
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« Reply #145 on: September 19, 2009, 04:49:54 PM »

AT is very good statistic, dont think it can be compared with ST & WP anyway.
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Flak
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« Reply #146 on: September 19, 2009, 05:29:38 PM »

i guess making ogres the special unit for mercs is the best solution, maybe they should get fear or immune to fear
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"There is only one way out of hell, thats through it" -- General Patton

"Just because a mage wears the Black Robes, does not make him evil." -- Raislin Magere

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Kikk
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« Reply #147 on: September 21, 2009, 12:05:18 AM »

Don't Ogres already provoke fear by default?
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sipax
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« Reply #148 on: September 21, 2009, 11:05:36 AM »

No, ogres havnt got this ability.
Only units who has this "psychology" ability cause fear.
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Ghabry
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« Reply #149 on: September 21, 2009, 02:40:54 PM »

Btw giving Ogres Immune to fear would make them more suitable against Undead then e.g. Treemans (which are in Alliance).
Treemans always retreat after a few seconds and then die Wink... 1200gc wasted *g* (but against all other units they are great).
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