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- Sentries are like Watchmen but too expensive and 8 mapmove is extremely painful, plus their tags matter less due to their cap only status and greater cost, even if magic weapons are nice. Do consider a small to moderate buff. Perhaps 12 mapmove and a magical, heavier crossbow?
- Luch Tighe - a situational supply train troop with non terrible stats that is nice, thematic and feels priced about right.
- Mercenary Linebreakers - foreignrec 10 gold 1 resource "berserk gallowglass"... even with much lower prot and #deserter, #undisciplined and mapmove 12, it is simply too much.
Similarly, I do believe in a price hike + terrain-limited discount to make space for other troops. Maybe it could also become less a one-battle wonder and more of a costly mercenary to rapidly spam out if desperate to fill the ranks, but one undesirable to keep long term? For example the unit could lose deserter but be 25g (20g in mountains/highlands) with 2x standard upkeep.
- Hobelars... cheap, fast, stealthy and effective mounted javelineers with a charge bonus on the first throw and decent stats? Goddamit. Very recpoint intensive but that is more than fine. Overall a thematic and good (but not overtuned) unit. The nation does not have a stealthy leader with equivalent mapmove and leading them with a Herdmistress feels odd. Perhaps consider adding one and/or 28>30g in exchange for pillagebonus for some very fun use cases?
- Shepherdess - Very interesting but suffer greatly from the "cheap sacreds are bad because infrastructure is costly" problem. Perhaps consider making their recruitment not require a fort?
This is somewhat relevant because GWC has 1000 wall strength and 250% recpoint multiplier while a Citadel has 1500 but a 225% recpoint multiplier.
I really like the mod - it is clear that a lot of work was put into it and the quality really shows. I wish the nation was in vanilla, albeit of course in a much tuned down form because as it stands right now its really too powerful in several ways.
The fact that the MA version of LA Eriu overwrites the official MA Eriu... that's a bug.
So there should be a future update on this that adds some more content, not just bug fixes.
Not a bad idea, yeah.
It was because there was spaces in the file name (Late Age Eriu.dm). The mod has been adjusted to fix this.
Hopefully should avoid crashing this time.
I hope it seemed okay?
Gold is in high demand. Infrastructure costs gold, troops cost gold, and most importantly, MAGES cost gold. Mages win wars, mages win games, so the more of your gold you don't have to spend on troops, the better.
You want troops to cost other things than gold as much as they can, because res/recpoints are essentially 'free'. They aren't factored into upkeep, they're not in high demand for other things, and they still get you better troops.
Upshot: Yeah, you can get 13 Kerns to my 4 Defenders (who aren't Man's strongest foot elite, they're still scales troops, not Wardens), and you're down 66 gold. Keep at it and you're up sheer number of troops (although not as much as it seems; Kerns low prot and stats means they'll take more attrition in other fights), but I'm up mages, and that matters more.
Here's what it comes down to: given even resources, I can recruit 4 defenders on turn 1 as Man, or 13 kearns as Eriu. In my tests, the 13 kearns annihilate the 4 defenders, and the difference only gets bigger as the turns snowball. I could be missing something... I play a lot of Dom, but I've still got much to learn, I admit... but can defenders really take on 3x the number of kearns, which is what the resources and recruitment points are going to result in early on?
But my ability to raise hundreds of defense 15 frontliners with ranged weapons of their own in just a couple of turns from a single fort, have them hold and fire with sacred slingers right behind them until the enemy closes (if the enemy even does... they often get torn apart before they even reach the picket line), and then kick the crap out of them won me every battle and the whole map in about 2 years, even against a master-level AI Man. In their way, I found the kearns to be much stronger than the (very strong and cool but very expensive) galloglaichs. (Nice name and pfp, by the way!)
A few spelling and grammar issues, but nothing serious except that the Shepardhess unit should be Shepherdess (you do spell it correctly in other references to them, only the unit name is wrong). Saiorse's special Record of Creation spell needs a description, as I don't know what it does as is, and Arafel's relic weapon surely isn't coded as intended (0 power, an area effect that does nothing, no stats, useless). I longed for a St. Patrick hero unit, but never got one. Maybe just luck. Anyway, AWESOME!
...Which meant that the Slingers were whacking their own allies in the back of the head with those +bonus damage first hits. Which was funny but I didn't really want 'Account for your own sacred being idiots' to be something players had to deal with a lot.
I do very much appreciate feedback. This is the first version that's been publicly available and I am very open to changes because the creator is generally the worst person to evaluate their own stuff.
So thank you for your thoughts!
As while I wanted them to have SOME crossbows I didn't want them to be King of Crossbows/Displace Man in drowning the other guy in implacable walls of quarrels.
Overall, this is an excellent mod. And i will be having fun trying them out
I, uh... actually quite like Vanilla MA Eriu.
Regardless, this is a great mod! Though the Fir Bolg Mercenaries seem quite strong.