
It makes energy insignificant, all of it can be put purely into gaining altitude, making grace weapons even more worthless and promoting autos even more. It makes dodging projectiles easier, which makes spinfusors (and other grace weapons) pointlessly hard to use in a chase, which is part of why autos are so OP, it's easy to dodge a shot every ~1.5 seconds, almost impossible to dodge a shot every ~.1 second. Have an Onyx priestess/sorceress communion master boost that further with Summon Earthpower, add Relief support from Jade sorceresses, and you'll have to try real hard to lose a single communion slave to exhaustion.It makes keeping your speed up easy because little forethought needs to be put into your path, as you can change where you land, and thus direction and speed, at a whim. And OFC the reinvig is nice to have on priestesses - especially Crystal Amazons you use as communion slaves. The aura works like a charm when you have enough of them. And their Fear aura makes it like you have a powerful dual Earth/Death blessing. 17 prot is decent for a cavalry unit, the extra reinvig comes handy since their other main weakness is their stratospherically high encumberance. It's powerful enough as it is.Ībout bless strategies, I've found Earth-9 on Nightmares just rocks.
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Quite frankly, I don't think your mod needs an extra unit though. Since your mode replaces Pangaea it shouldn't be a problem at all. You can do exactly the same thing with the Hidden Grove and change the Pandemoniac to your new unit.
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The only way I know to make a unit capitol-only, though, is to steal the unique Horse's Vale (?) site and mods its unit, but there are other mods that do that, which Amazon Empire mod would then become incompatible with, so maybe just wait for a mod command to do that. Of course, there is already something sort of like this in the Amazon Leaders, but they're very expensive. Or, I could add a unit type and then make them part of the starting army - you could never build more of them, but that could be interesting in itself (maybe more appropriate for some other mod - for example, would be a cool thing for Black Forest Ulm, actually, to give them some old Ulm units which they can't build). It's sort of an interesting limitation though that they don't have such a unit, seeing as they do have so many other good units. I suppose it would make sense to be able to combine say the skill level and sacredness of Griffon Riders (minus the mounted bonus, of course) with say Onyx tribe armor, in a capitol-only infantry unit. They only thing that I would like to see added is a capital only temple guard heavy infantry unit that is sacred and has higher protection and stealth. It's definitely not over powered and allows several viable strategies. I've been playing it a lot since it came out. Otherwise I think it is pretty complete and AFAIK balanced. In later patches, or with some more graphic work, I hope to be able to modify the pretender choices and heroines a bit. I think they're a lot of fun to play, but I'll be interested in elite high-magic-type players' opinions of their balance. And I added an (I think minor) stealth element. The new units I added are mainly to provide something generic for PD, but the Amazon Leader and heroines have good thug and perhaps item-SC potential. The gem income is fairly weak too, and dispersed. Of course, all other nations have a chance to get all of the same abilities by late game, by taking independent Amazon tribes. It does get off to a good start because of having access to all magic paths. It seems balanced to me, though different from any other nations, and certainly with many strengths. I will be interested to hear what people think of the balance of Themiskyra, the Amazon nation this mod replaces Pangaea with.
