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Illuria improvements
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Drutt



Joined: 09 Apr 2006
Posts: 31



PostPosted: Fri Apr 21, 2006 5:02 pm    Post subject: Reply with quote

I think the Selentines should definitely have at least Warship and possibly Water Elemental. However, I would be a bit concerned that a Water Elemental would make them too powerful on the sea over other sides.
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Batz



Joined: 09 Apr 2006
Posts: 14



PostPosted: Fri Apr 21, 2006 7:57 pm    Post subject: Reply with quote

I agree that Selentines should not have the Water Elemental because that would make them just too powerful at Sea.

I would be OK if it wasn't used at all.

Batz
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Lord Snow
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PostPosted: Fri Apr 21, 2006 8:26 pm    Post subject: My initial comments... Reply with quote

Hi all,

First of all, Mike, thank you for going through all the trouble of modifying Illuria, creating this site, setting up games and what not. It is all very much appreciated.

I’ve read the posts, and here are my comments. Nothing too exciting I’m afraid.


Boats:
In my opinion there should be a serious boat penalty. Other than adding to the gameplay it would also be historically more correct since it took forever to get boats in the old Warlords I.

I like the idea of different boat types with dwarves as the only side with barges. It is fine with me to leave out the Water Elemental, though I'd consider giving it to the Elves. In the hands of the Selentines it would be too powerful, but because of the location of the Elves I don't think it would give them an unfair advantage.


Vectoring:
I agree with Mike that vectoring should be timed. 2 turns is almost like teleporting Wink.


Teleport:
I’d like to see that gone from Illuria, but if it does stay, then perhaps vectoring shouldn't be timed anyway, so as to give every player the option of moving troops over great distances relatively fast. Speed seems like a good alternative to Teleport.


Terrain:
Please don’t get rid of the hills in the Banelands. I agree with earlier comments that the neighbours should not have any hill movers, but that Bane should. As it is now, it is quite unfair that I, as the Horse Lords, have easy access, while Bane forces are slowed down.


Invisibility:
Glad to see it gone.


Fog of war / see in stacks off:
I’m all for it. Makes for more realistic and interesting gameplay. Though I think it would be a great shame to give everybody scouts as it would make terrain much less of a factor.


Sites:
Can’t have too many sites! Hehe… ok, maybe you can, but it wouldn't hurt to have a few more. It would also be nice with mines and fields with a significantly higher GP output.

For what it’s worth, I’ve been very happy playing the Horse Lords. So far I haven't missed anything in the Horse Lords setup – neither concerning location or units available. I might change my opinion as I face more of the other sides in battle.

That’s it for now. I’ll keep an eye on the forum and tip in if I’ve got anything to contribute with.

Glad to be part of all this Smile

Lars
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Drutt



Joined: 09 Apr 2006
Posts: 31



PostPosted: Sat Apr 22, 2006 9:11 pm    Post subject: Scouts Reply with quote

I plan to give each side a scout as follows:

Sirians = Scouts
Storm Giants = Runts (using gnolls graphic)
Gray Dwarfs = Dwarf Runners
Orcs of Kor = Giant Bats
Elvallie = Elven Scouts*
Selentines = Scouts
Horse Lords = Convert Light Cavalry to scout unit
Lord Bane = Giant Bats

* A new unit which will be added to the Downloads Page soon.

To avoid terrain becoming redundant I will be limiting each scout to a maximum of one move bonus (e.g. Elven Scouts = Forest move bonus).

Mike
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Lord Snow
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PostPosted: Sat Apr 22, 2006 9:59 pm    Post subject: Scouts Reply with quote

That sounds like an excellent way to handle the scout issue. I probably didn't pay enough attention to what was said, I just assumed that you were going to add actual scouts (or units with the same move bonuses). Glad to hear that's not the case Smile.

Elven scouts? Exciting! And about time, I might add Smile.

I just noticed that skeletons have a forest move bonus rather than the usual marsh bonus. What is the reasoning behind that?

Lars
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Drutt



Joined: 09 Apr 2006
Posts: 31



PostPosted: Sun Apr 23, 2006 9:56 am    Post subject: Reply with quote

Quote:
I just noticed that skeletons have a forest move bonus rather than the usual marsh bonus. What is the reasoning behind that?


When I modified the units for the first version of Illuria I couldn't get the marsh bonus to work. To solve the problem as best I could I used the forest move bonus which works for marsh as well. If anyone knows how to get the marsh move bonus working please let me know.

Thanks,

Mike
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piglet
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PostPosted: Wed Apr 26, 2006 5:04 pm    Post subject: boats & units & things Reply with quote

Hi all,

I tried replying "inline" to the discussion, made quite a lot of insightful comments and then somehow they got lost. chizz!
So instead>>

Boats
I would like

Dwarves+Orcs Barges
Selentines & Elves - (best ship after elemental) - as both races clearly good sailors.
Bane Undead ship
Others the standard one we used last game.

Help for weedy powers.
Elves, cheaper archers (& slightly cheaper spearmen)
And/Or 1 turn Dryads - else they never get built.

Orcs - need giants bats and or other weedy flyers.

Selentines - seem a bit strong, let's get rid /change that stable by their capital.

Druids - Yuck units, let's dump them
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Drutt



Joined: 09 Apr 2006
Posts: 31



PostPosted: Thu Apr 27, 2006 10:42 am    Post subject: Reply with quote

I'd be happy to give Elves the warship too but I don't agree with giving the Orcs a barge. Okay it fits in with their character but their position is surrounded by rivers so they need a reasonable boat.

Making Elven Archers a bit cheaper is definitely an option. I've thought about removing dryads and making Elven Infantry a bit better.

Orcs of Kor are going to have Giant Bats as a scout but I don't think they need any more flyers as regulars.

I agree that the Selentine stables need to be removed but I don't think they're too strong. Yes they've done well in this game but their regulars aren't fantastic and no teleporting will hurt them.

Not sure why Phil is so anti-druid Wink They might be better going in one of Elvallie's merc slots but shouldn't necessarily be dumped.

Mike


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