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Re: MA - The House of Malkav -The Malkavians
Forgot one:
Waking Dreamers. Oh my god. 2 gemsummons per turn, and the 3 most powerful magic paths. 21 base research... they are what powers this nation. If they were priced fairly, they'd be over 1000gp. |
Re: MA - The House of Malkav -The Malkavians
Thank you for your healthy critic. :-)
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maybe i could increase their shattered soul stat? Quote:
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i am good at that kind of thing. Quote:
also the riders have weapons, i checked that. they have a "riders lance". so, thanks for the critisism and try version 1.2.3. i hope i will have a new and more balanced version uploaded soon. by the way, i am german, so please show me where my spelling errors are. avarchillion |
Re: MA - The House of Malkav -The Malkavians
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i tried a lot of differend armor and weapon classes with this unit but settled on this configuration. i could tweak the weapon though. Quote:
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the crazed monster has a incredibly powerful shapechange abillity that transforms him into a true killing machine, but again he is unpredictable. Quote:
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i will work on the balancing. ;-) Quote:
and yes i have been thinking about putting some other vampire clans into mods, but i haven´t found the time. avarchillion |
Re: MA - The House of Malkav -The Malkavians
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again, try the 1.2.3 version, some of the balancing issues are resolved, i hope. though thanks to your well written review i will go through my mod again and try to rebalance things. also again: i am german, live in germany and english is not my native language, so please send me all the spelling errors you find. avarchillion |
Re: MA - The House of Malkav -The Malkavians
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here the newest version of my mod. version 1.3.1 makes these changes from 1.3:
--------------------------------------------------------------------- -- deformed plate mail now 21 port -- Ghoulsword now len 3 now dmg 15 -- Faeriedust now dmg 0 now #magic now #nostr -- Shivering Touch now #magic not armornegating ----Familiar Crossbowman now ap 13 ----Ghoul Guardian no reinvigoration any more ----Ghoul Assasin no reinvigoration any more ----Fledgeling Malkavian now 60 g price ----Neonate Malkavian now berserk 2 ----Wereform now berserk 4 now coldres -25 now darkpower 2 ----Tzimisce Broodmother now berserk 2 now darkpower 1 ----Tzimisce Vozhd now berserk 1 now darkpower 1 ----Tzimisce Szlachta now berserk 1 now darkpower 1 ----Lupin now regeneration 20 now not ambidextrous now berserk 2 now darkpower 1 ----Faerie Sprite now no illusion ----Zombu now not ambidextrous ----Wraith now not ambidextrous now not immortal ----War Ghoul now berserk 3 ---- Crazed Monster now not ambidextrous ----The Mad Prophet now hp 17 now not ambidextrous now darkpower 2 now bloodvengeance 1 ----Mesmeric Manipulator now darkpower 4 now berserk 1 ----The Freak now def 15 now bloodmagic 2 now darkpower 4 now berserk 4 ----Waking Dreamer now hp 15 now astralmagic 4 now nobadevents 10 now darkpower 1 now no illusion now not ambidextrous ----The Awakend now shatteredsoul 25 ---- Ghoul Sheriff now okundeadleader ---- Malkavian Elder now darkpower 4 now berserk 4 ---- Big Bad Lupin now hp 40 now prec 10 now regeneration 30 now noleader now darkpower 3 now fireres -100 no longer summon lupin (even though i might regret this) ;-) ---- Being from Faerieland now astralmagic 4 -- The Dionysian now darkpower 5 now awe 5 now astralmagic 6 now bloodmagic 4 now deathmagic 4 -- Rasputin no longer "touch of madness" now ambidextrous 2 now deathmagic 5 now berserk 4 -- Vasantasena now hp 25 now prot 3 now bloodmagic 5 now astralmagic 2 now priestmagic 1 now berserk 3 now darkpower 5 ---- Crazy Jane now att 10 now no illusion ---- Malk Content now no illusion now darkpower 4 now berserk 2 now ambidextrous 2 now no bloodvengeance ----The Elder now regeneration 25 now berserk 2 now darkpower 2 now fireres -75 now shockers -75 ----The Ninja-Wannabe now berserk 2 now darkpower 2 changed some spell descriptions and the number of bloodslaves required for some of the commander summoning spells also changed some spelling errors --------------------------------------------------------------------- i hope that this one is a bit more balanced. ;-) avarchillion |
Re: MA - The House of Malkav -The Malkavians
Wow, this mod is indeed a bit overpowered. 6 gems + 10 slaves and 10% blood magic bonus. And that is ignoring all the rest. Loads of AN or AP attacks, a crossbow shooter that shoots once each turn etc.
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Re: MA - The House of Malkav -The Malkavians
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if you still find this mod too easy to play, try playing against abysia or a nation with strong priests. all the vampires are undead and have a -100% resistance to fire (so they easily go up in flames). avarchillion |
Re: MA - The House of Malkav -The Malkavians
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ok, another update:
------------------------- ----Familiar Lancerider has become cheaper :-) ----Familiar Swordsman has also become cheaper ----Malkavian Thrall also a bit cheaper now mindless now att 8 now def 7 now str 8 ----The Mad Prophet now def 5 now fireres -100 now shockers -100 now no fear now no darkpower now regeneration 20 now awe 1 ----Mesmeric Manipulator now regeneration 20 now awe 2 now holy again now hp 15 ----The Freak now def 13 now no incurunrest now regeneration 20 ----Waking Dreamer now no death gems ---- Big Bad Lupin can summon lupins again now regeneration 25 now fear 3 ----The Awakened now regeneration 20 changed the name…. now priestskill 1 now def 15 ---- Malkavian Elder now regeneration 25 now awe 1 ---- Being from Faerieland now awe 2 -- The Dionysian now awe 3 now hp 20 -- Rasputin now fear 5 -- Vasantasena now fear 1 now awe 1 now fireres -100 now shockers -100 now not ambidextrous ---- Crazy Jane now shockers -100 ---- Malk Content now stealthy 20 -- Trick Lupines now 20 gems -- Trick Lupin Mama now 60 gems -- Something out of Faerieland now 30 gems ------------------------------------------------- avarchillion |
Re: MA - The House of Malkav -The Malkavians
One small thing, I personally dislike summons that have a hidden gold cost.
Apart from that, I think you can win with only 2 provinces, one cap, and the other to dump all the unrest creating temple burning commanders in another province. Fort that one up. Get gold from events, and gather all the gems and slaves produced by the commanders :D. The freaks expand perfectly fine. Immortal, and berserk. Ideal to destroy anything that comes into your lands. |
Re: MA - The House of Malkav -The Malkavians
Bug: the wereform of the lunatic has only 100 years of max age. And isn't immortal, and is suddenly mindless. Might want to exualize all the different abilities it has.
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