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Re: Tartanians
Lucky you http://forum.shrapnelgames.com/images/smilies/happy.gif
Seems I will be playing LA Atlantis in a team game about now. I'll keep my eyes open http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Tartanians
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Re: Tartanians
It sounds like something the modding community could comfortably address until KO and JK get on it.
Funny though, everyone just makes their own nations or pretenders. |
Re: Tartanians
There are some balance mods, and some "reimagined nation" mods, and an EA Machaka nation, and I did a small mod that added an Anansi giant spider pretender for Machaka... Other than that, it's probably because the nations all have their own themes and stories, and they are very strong. It's like, well, sacrilege... The Code of Illwinter is Law, and we are Not Worthy! http://forum.shrapnelgames.com/image...ies/tongue.gif
Oh, and the hero mods sometimes add or modify the national heroes, sometimes adding additional descriptions or links to other nations. |
Re: Tartanians
There are variations of existing nations, like Ulm Reborn for example. The thing is that it's usually the new item graphics that pull people into trying out a mod nation. Just fiddling with some numbers doesn't win you friends among the players.
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Re: Tartanians
Perhaps people are reluctant to mess with existing nations because they feel they are "supposed" to be the way they are? Static vs. dynamic. When KO says T'ien Chi needs dragon kings, does that increase the probability that a modder will add dragon kings to T'ien Chi instead of creating a new nation around dragons?
-Max |
Re: Tartanians
Agreed.
My EA Machaka nation was mostly made to learn/test modding, without spending time making sprites, before making original ones for the Greyhawk mod (but I'm still so bad for making them, it's one of reasons I finally stopped this big project, with ugly sprites compared to Sombre or Amos ones, it's pointless to make nation mods nobody will use -even me I prefer to play with their beautiful works than to test my own mods :/ -). |
Re: Tartanians
Yeah,
Astral can summon imaginary creatures or creatures from another world. Water can have a ritual spell to empower a unit with huge Def that last forever. Earth creates some improved better golem Fire or blood could have a kamikaze unit that sacrifices it's self to to kill a SC (like a Tartanian). Nature could have a more powerful maggots for stronger mages (I do not think this is the best idea, but I am just giving possibilities) Air could have a powerful spell that will blow the enemy army away (retreat)size negating. What I am saying is every kind of magic needs a killer spell and/or to make diversity. It can't just be death that makes a army of SC. PS: although in fairness wish is also a awesome spell |
Re: Tartanians
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I used Tartarians too, and sure they are powerfull, but after a few fights you can rename them to 'Affliction Lord'. I think I prefer the Tarasque. |
Re: Tartanians
Have you tried to put a regen ring on a Tartarian? They get quite less aflictions with it.
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