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Re: Lovecrafticing Pangaea/Saurom. a bit...
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Re: Lovecrafticing Pangaea/Saurom. a bit...
Thanks, I´ll try that http://forum.shrapnelgames.com/images/smilies/laugh.gif
Althrough I was thinking on making them a bit more blood-focused (as they are there to allow late pangaea to pursue a blood path), so I might make it l00% DN random instead. I suppose there is no way to throw in a secondary bonus that randomly boosts one of the paths further, but only in one of every ten units, right? |
Re: Lovecrafticing Pangaea/Saurom. a bit...
You can make a 10% Blood random without any trouble. It's not common, but it can be done, and some recruitables have something like that. LA Man's Judges have a 10% Death random IIRC.
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Re: Lovecrafticing Pangaea/Saurom. a bit...
Without removing the blood 1 default one I added? The idea was to make it so that most of them are mostly for blood hunting (albeit with occasionally extra skills in nature or death, which might make boosting them convenient) and occasionally, you´d find while recruiting that you had one more talented (say, with blood 2 instead of blood 1). Since these would be scarce (as in, really scarce) they´d not be a real substitute for blood enhacing to get proper spellcasters. The idea was to allow a blood economy for Pangaea, without making it particularily easy (I was considering limiting these guys to the capital, like EA Abyssia, but that might make it too hard to do) or too detrimental in other paths (as in, it might be convenient to do a combined arms approach instead of a full blood path)
Speaking about spellcasting: I´ve tested the spell Carrion Festival, but it fails. For one, it doens´t spawn Manneads. For another, the mandragora it does spawn stay idle on the battlefield without moving. And in fact they die from time to time. I suppose what failed is that they need a leader, so that will need to get fixed |
Re: Lovecrafticing Pangaea/Saurom. a bit...
Custommagic can be given multiple times and it doesn't affect normal magic skills or other randoms.
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Re: Lovecrafticing Pangaea/Saurom. a bit...
On a side note: I made this "Vampire Warlord" generic pretender. It´s loosely inspired by the LoK series. I had a TGA, too, but I hadnt scaled it properly.
#newmonster 2905 #name "Vampire Warlord" #spr1 "./mytheology/VWarlord.tga" #spr2 "./mytheology/VWarlord2.tga" #descr "The Vampire Warlord was a proud warrior and leader of men in ages past. When one of his foraging parties burned a cottage in the woods, the witch that owned it cursed him to 'thirst for the blood of the living', in a move that in hindsight doesn't seem too brilliant. Over the years, the gift continued to evolve, eventually allowing him to make a bid for godhood. The warlord is a skilled fighter, and damage to his immortal flesh heals almost as fast as it is dealt, but by contrast his magical abilities are limited, having been honed but little." #mapmove 4 #ap 16 #hp 25 #size 2 #prot 2 #str 14 #enc 0 #att 13 #def 14 #prec 13 #mr 18 #gcost 100 #rcost 1 #pathcost 80 #startdom 1 #eyes 2 #weapon 11 #armor "Plate Hauberk" #undead #immortal #startage 800 #maxage 5000 #older 100 #standard 5 #fear 1 #regeneration 50 #supplybonus -5 #fireres -50 #researchbonus -5 #incunrest 2 #magicskill 7 1 #nametype 100 #expertleader #okundeadleader #douse 3 #end |
Re: Lovecrafticing Pangaea/Saurom. a bit...
I'm surprised you didn't base him on Brian Lumley's vampires, Poopsi, given your affection for the C'thulhu Mythos-yes I'm well aware that he's not the second incarnation of Shakespeare, but I've enjoyed worse, and I found his vampires interesting and original.
Actually, that might be fun to mod into the game-vampires gaining the Secondform of a nasty little Cth'octopus (Def. "Cth'octopus": A weird/bizarre/unnatural, specifically tentacled, creature-usually evil or amoral, often sentient, that is based on, inspired by, or connected in some way to; the Lovecraft "C'thulhu" Mythos. Origin: your friendly, neighborhood HoneyBadger.) that disappears after the battle, since they can't exist outside the Host. Would make vampires a little more formidable and hard to put down, without destroying balance, and if the Vampire Queen had a particularly tough one, that *didn't* disappear after battle, it might well restore her to some level of prominance. P.S. Who else thinks the VampQ-and maybe Vamp Counts as well-ought to produce the occasional Thrall? Perhaps Thralls could even contain an Aboleth Polyp-like Vampire larvae. That would serve to bulk them up a bit, as well, and if the larvae were weak-like polyps-and left after battle, that wouldn't make them overpowered, either. |
Re: Lovecrafticing Pangaea/Saurom. a bit...
I absolutely love your new spells for LA Pangaea. But I don't think that the witch doctors are really thematic. Druidic blood priests might be something for a twisted Marverni or for Mictlan, but I don't think that male humans fit into Pangaea thematic-wise.
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Re: Lovecrafticing Pangaea/Saurom. a bit...
Speaking of a bloodhunting Pangaea and vampires (and general weirdness), don't forget that there's a large body of thought and evidence these days, connecting vampires to ancient blood-sacrifice rites among fertility and nature cults. After all, blood makes for great fertilizer http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Lovecrafticing Pangaea/Saurom. a bit...
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His vampires were ok, through. Far more compelling than other conceptions. I might as well have cited him as "vague inspiration". In general, I meant that the V. Warlord was supposed to follow more the lines of the "hideous, ugly and fearsome cannibalistic monster" vampire than the "borderline slashfic" one (and we all know what famous novel I mean in mind with the last one...) Quote:
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