Well, as a Moskurg player you all are likely to just ignore me anyway, but I do have to submit that if we were getting biased rolls, our lightning strike spell would have stopped having a 50% chance of killing it's own caster by now, given that we've spent something like five turns working on it and it still isn't combat ready. Summon Storm is still a fun spell, granted, but we never did get the other half of that combo done.
Just because you have one spell that performs according to how it's rolls say it should, doesn't mean that all your spells are 100% tip-top fine.
This is all-or-nothing fallacy is well not constructive or helpfull to the debate.
In addition, I've never heard of your spell's tendency to kill it's own casters. Say much about things right, that even a spell that is supposedly useless works perfectly well to kill Artotzkan troops. They've been annoying our armored troops for ages, and they're doing fine to kill our artillery.
As for Carpets, yes, we did get them done in one turn. To be precise, we got 'an object we can ride on that flies, badly, and has no internal source of propulsion, and needs to land after it's flown for a bit to recharge, and if damages enough the spell just breaks' done in one turn. The movement? That's from the wizards that ride on it casting the Wind Gust spell to propel them. The bombs? We already had those, they're literally just the firebomb grenades being dropped as bombs instead of thrown at you from people with horses. 10Ebbor10 said they had the cyclone shield enchantment... Actually, nope, that's just the wizard riding on them casting that spell because your side was shooting arrows at them.
I didn't say they were enchanted. I said they were immune to arrows, which well, they are. The wizard on top did it.
Anyway, in any case the designs impact is disproportionate.
It's somehow useful at sea, where there are no places to land and recharge.
It flies effortlessly and without trouble through your constant storms.
Despite using a massive gust of air for propulsion, it is near silent and undetectable at night.
A wizard is said to be able to do several spells in combat, but you Carpet requires the constant use of recharging + Wind Gust + Cyclone Shield. You'd never get anywhere without running out of spells.
Well, if you want examples, I can point to how we had spells that had the minor side effect of 'drives the caster insane after around a week of using them',
That was during Iituem's run.
our Anti-Magic spell used to strip all ability to cast magic from the people using it after a single cast (yes, we have good anti-magic. We also spent around 5 turns worth of actions, both design and Revision on it.) and still takes like an hour of meditation before a wizard is ready to cast it last I checked.
Hell, it's not like we're the only ones that have fairly casually completely nullified an entire enemy strategy. You guys did that as well with your own anti-magics, or whatever you used to keep us from reading your commander's minds like we used to.
Artotzkan anti magic has had a similar amount of rolls thrown at it, and it does far, far less than your spell. Our thing used to blow up the people using it. Then it used to inflict third degree burns.
In a way, that showcases the issue. Even your example of "Stuff goes wrong for us" , really shows that you got the far better deal that what Artotska got.
Because the anti magic we developed, stops only your mind reading spell, nothing else. Yours stops 80% of all our magical equipment.
Anyway, you seem to be fundamentally misunderstanding the issue. The issue is not that you never roll ones. The issue is that when we roll X and you X, you guys appear to get much better results than we do.
Anyway, I'm sure people have more specific complaints besides the carpet, but a quick scan of the thread isn't finding any more specific examples. If people want to bring up said more specific examples, I will happily debate them on said examples. Because I've had loads of fun in this game, and seeing it end is going to make me sads.
Here are several main ones.
We spend several turns carefully revising, optimizing, adjusting the fireball spell.
You guys did one turn and made a mundane equivalent that was cheaper, can be used as grenade, bomb and by artillery, longer ranged, burned perpetually and have of toxic smoke.
Even with the Nerf, it's still equivalent to our minimized version of the design, and there was only a minor revision in difference there.
We designed a steam engine. We spend 6 actions (IIRC) on it. One of those actions (the second design actions) had rolls better than your magic flying carpet. What we got :
The slow moving paddles will certainly propel the ship, but a stiff breeze will stall the boats progress. The captain points out that it'd be more efficient to replace the device with the same amount of rowers by weight, or even by swimmers pulling the boat along by tow line.
We designed a steam cannon. Our rolls, after negative modifiers, were [4 5 4].
What we got :
We got a cannon with shorter range than your ballista, a tendency to explode if fired repeatedly, a tendency to crack if fired at all, a requirement for water supply, the need for a dedicated mage, the ability to almost miss further than it could fire (range 180 meters. Shots hit within a circle with radius 70 meters), the need for several months of training, the need for specially crafted stone ammunition, and the need to be cleaned every dozen shots.
We had decent rolls (3, 6 5) on a spell to summon plants.
We got the ability to make a flower bloom, over a period of 24 hours, if we send one of our mages to work at it for several minutes.
And then we figured, that's a fluke, let's do a revision, maybe the hard part is over. We rolled 4
We got the ability to grow a single stalk of wheat through a spell that took 5-20 minutes. Ok, to be fair, we could also grow knee height shrubberies. And small trees, but for the latter we'd need our rare skilled mages.
The same mages who could otherwise create massive walls of fire, or power a tower that can send an entire region in freezing temperatures. And on a good roll, they get the ability to do something that can be destroyed by the average goat.
When we tried to use an expense credit upon our horses, to make them cheaper, EvictedSaint suddenly changed the rules to prevent that. I didn't realize why at the time, but I know now. It was because you guys spent a design actions on making them cheaper, and he didn't want you to have "Wasted" that action. Thus the rules literally got changed to benefit you.
Oh, and a new one, I learned from the Moskurgian thread.
EvictedSaint secretely nerfed our Frost TowersUnder the original game, and for a while under EvictedSaint's system, the game used a 3 point temperature System. Hot > Normal > Cold
Under that system, the final, upgraded version of the Frost Tower was an awesome thing, capable of turning Jungle into Taiga.
But when we made the upgrade, EvictedSaint has changed the system to :
Desert > Jungle > Normal > Mountain > Taiga
This effectively halves the power of our Frost Towers. So our design actions improving their strength was completely negated.
It did remove the "Hot" bonus from the jungle, which was a Moskurg advantage. From what I read from Iituem's description of the tower, it simply lowers a regions temperature one degree from Hot>Temperate>Cold.
It wasn't cold enough to turn the rainstorm into a blizzard, but it did remove their temperature advantage.
NOTE: Temperature levels are as follows -
Tagia>Mountain>Plains>Jungle>Desert