As said before, the difference between horses and wargs is that wargs actually do damage when mounted, and thus have to be balanced with the other aspects (speed and HP). Rhinos, which also do damage while mounted are also slow, and idk if you've ever seen a rhino run irl but they're pretty dang fast too. And as individual NPCs I don't know how you can say they have to be faster when they already are quite fast and deadly in bigger numbers
Oh and about making them also posionous, well got no answer to that xD like come one, a mount which already inflicts damage, while you can carry a morgul blade with infernal mounting it + poison? I don't know what you're trying to accomplish with that except the nightmare of good-evil balancing
Wargs get shredded really easily if you're fighting them from any defensive position.
Literally just hiding in a Dwarven forge is enough to completely ruin an entire invasion, provided that you have a spear with enough durability to kill them.
Making wargs stronger out in the open wouldn't be too OP since you're not supposed to fight them in the open anyways. The buffed wargs would just emphasize the need to hunker down somewhere when fighting them so you don't get overwhelmed.
I've always found myself having a massive surplus of salt. Gammon, Suspicious Meat, and Cram just aren't really worth the coins you could get by selling the salt instead, so I typically hold onto all my salt until I can sell it.
I think the main problem is that salt is worth far too many coins. It should not be worth more than silver, since it's easier to get salt than silver.
I usually build a trap where the enemies fall into a hole that lets me stab them in their ankles without opposition. It's a bit slow, but it is very safe and doesn't wear down your armor as much.
It's on one of the help pages. Do /help (page) to bring up a list of commands. The command to reduce travel time is in there.
Gosh this is quite the necropost.
But ofc, everyone knows that Dunland is superior to all else
you like it with hair down there? I prefer landing strip or shaved like a baby.
why are you talking about these things on a minecraft mod forum?
There's 1 faction on both sides that attacks neutral players.
Having every orc faction attack neutral players would destroy this balance.
Good has Dwarven Warriors (best and most cost effective melee unit in the mod), Ent Draughts that provide powerful status effects, Dwarven Axe Throwers (highest ranged dps in the mod), Rangers that turn invisible, Elves that are annoying to fight even when they're just civilians, etc.
Evil gets armor and tools that aren't quite as durable as Dwarven equipment, some decent elite units, trolls, poison arrows, spiders, wargs, etc.
I'd say it's pretty balanced the way it is. Good has some very powerful troops and Evil has powerful troops as well. Most Orc factions have good gear, but in return Good has the most durable faction gear with the Dwarves. Good has some great bows (not sure if the nerf changes this), but Evil has crossbows and powerful crossbow units to make up for this. Both have ways to buff themselves with drinks. I don't think it's necessary to give Good players poisoned arrows. It's already pretty balanced the way it is. We don't need to let Good players be able to poison their enemies in order to balance things. If we were to buff Good, there would be better ways to do that than giving them poison arrows imo.
I think that having conquests be limited and time consuming is a good idea. Nobody wants to have their faction's home biome be completely covered in enemy conquest. The current conquest system is good for setting up outposts in enemy territory instead of total domination of other factions. I personally don't think that anyone should need much more than an outpost or two in enemy territory, so I'm fine with the way conquests are currently.
Any biome that has the Barren Steppe sub-biome can have areas that are almost 100% flat.
It started with the introduction of NPC eggs for purchase in the lobby. They were quite expensive, so you'd have to work your way up to buying them, however once you got one of them you were pretty much set.
Soon after, some guy either invented or stole the idea of 'Troll Grinders'. These produced loads of meat, feathers, bones and more which you could sell for loads of money. This made everybody far more rich (most people had balances of over 100k), and absolutely screwed the economy. But now they are banned.
How should I get my money now?
If you have any alignment with Near Harad, you can create a crud load of Poison Bottles and sell them to the traders there for a decent amount of coin. I made a few thousand on a server that way.
After this upcoming update, just add in some evil dwarves in the Red Mountains so evil players can get dwarf durability tools, and I'm a happy clam.
Everything else in this suggestion is a bit much though.
This is so sad! Gamers rise up against women and minorities!