That wasn't prediction... that was tricking fate... I PWNED YOU AGAIN FATE... ICH BIN DA ŞIT....
see, it's easy, when i predict something i don't want will happen it does, when i predict something i want doesn't it usually does. that's why i hate OPTIMISM...
Cyclops Evolution
- ThunderTitan
- Perpetual Poster
- Posts: 23271
- Joined: 06 Jan 2006
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Only cyclops I made map about was Heroes 4 one. I guess that overrules the other nominees for Mister Cyclopus title of the century.
Thundermaps
"Death must be impartial. I must sever my ties, lest I shield my kin."
"Death must be impartial. I must sever my ties, lest I shield my kin."
- UndeadHalfOrc
- Titan
- Posts: 1363
- Joined: 13 Mar 2007
Cyclops are GREAT units in H3 - unfortunately too many players never found out because they get them too late to have sufficient numbers, so in my mod I lowered their dwelling cost, I can get them in week 1 almost every game now. I also evened out the price difference between the basic and upgraded versions; the only real difference between them is the extra speed and cyclops kings attack twice when aiming walls.
Here are the changes:
Decreased wood cost of Ogre Fort from 20 to 15 (which is a req. for the cyclops cave, very important)
Decreased crystal cost of Cyclops Cave from 20 to 10
Decreased ore cost of Cyclops Cave from 20 to 15
Increased gold cost of Cyclops from 750 to 775
Decreased gold cost of Cyclops King from 1100 to 1025
Increased ore cost of Behemoth Crag from 10 to 15
Sure, Cyclops and Cyclops Kings *seem* weak when compared to Nagas and Black Knights - but that's because they're the only shooters of their levels. Look at the other shooters, they're all comparatively more fragile than other creatures of their levels: archers, elves, mages, monks, liches.
Their special ability makes sure your cyclops will always be useful in siege - if you judge they won't do enough damage to units inside, they can at least make your behemoths and ogres enter the castle sooner.
I made a few test duels with 0/0 heroes, 20 cyclops kings obliterate 30 power liches every time even of the liches fire first, so they're not as weak as people make them out to be. They benefit the most of the barbarians' high attack skill and high chance to learn Archery.
Here are the changes:
Decreased wood cost of Ogre Fort from 20 to 15 (which is a req. for the cyclops cave, very important)
Decreased crystal cost of Cyclops Cave from 20 to 10
Decreased ore cost of Cyclops Cave from 20 to 15
Increased gold cost of Cyclops from 750 to 775
Decreased gold cost of Cyclops King from 1100 to 1025
Increased ore cost of Behemoth Crag from 10 to 15
Sure, Cyclops and Cyclops Kings *seem* weak when compared to Nagas and Black Knights - but that's because they're the only shooters of their levels. Look at the other shooters, they're all comparatively more fragile than other creatures of their levels: archers, elves, mages, monks, liches.
Their special ability makes sure your cyclops will always be useful in siege - if you judge they won't do enough damage to units inside, they can at least make your behemoths and ogres enter the castle sooner.
I made a few test duels with 0/0 heroes, 20 cyclops kings obliterate 30 power liches every time even of the liches fire first, so they're not as weak as people make them out to be. They benefit the most of the barbarians' high attack skill and high chance to learn Archery.
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