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Re: Nation Mod Release: Gollarn
I think the mod overall looks very cool. It is extremely unique. Just here to say it is very cool. Also, there are two "and"s in the Giant Bat Rider text right next to eachother. http://forum.shrapnelgames.com/images/smilies/happy.gif
The Depth Mind is, by the way, in my opinion one of the coolest pretender ideas ever, mod or not. http://forum.shrapnelgames.com/images/smilies/happy.gif EDIT: Also, the Clayformer, in my opinion, ought to be capital only. In a Faerun game or similarly large map, a hugh gold income + some castles = massive gem income. Plus, you can convert earth gems directly to gold, so you can explosively grow your earth gem income after a time. |
Re: Nation Mod Release: Gollarn
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Re: Nation Mod Release: Gollarn
One could also look at it as reverse alchemy 13.3 gold to 1 gem (less research/casting abilities of course). I agree with the cap-only restriction. Their usefulness is extraordinary--no one else has such a thing, so it should probably be confined to a single province.
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Re: Nation Mod Release: Gollarn
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*Depth Diver again sacred, possibly a cost increase to go with it. *Switch clayformer and watcher of the depths capital only status. *Possibly change watcher of the depths paths to 2E1S1B and two linked sorcery randoms. *Make Raider 9 gold. *Fix bugs and typos. BTW, anyone who can't make the attachment work, send me a PM and I will E-mail them the file. EDIT: I updated the attachment with the changes. |
Re: Nation Mod Release: Gollarn
Great mod.
Very innovative and unique. I immediatly fell in love with the depth mind. very very cool ::) |
Re: Nation Mod Release: Gollarn
Great mod, great feel! Truly original. Nice!
- I think this would be thematically even cooler: Let the burrower be able to burrow underground: it could have stealth 30 (that is: never be found, basically, except by freak chance); however, reduce their protection down to 6 or 8 at most -- they dont wear armor (obviously!), because not only is it nearly impossible to armor such a beast but because when burrowing, they would whiddle it away in moments. Give it 70 HP or so. Reduce Morale to 14. I think they should cost a bit more. You could even do this: "When these beasts become seriously injured, they return to their underground caverns to nurse their wounds in the darkness, contemplating their revenge upon the creatures of light." -- in other words, they could have recuperation (when stealthy, which doesnt work currently, but you get the idea). Ideally I could also picture them as blind, but with a new weapon, Worm Bite, which has decent attack to make up for that. - The assassin needs to have stealth 10 or 15 maximum |
Re: Nation Mod Release: Gollarn
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@izaqyos: Thanks http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Nation Mod Release: Gollarn
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I didnt like the Assassin's 30 stealth only because he is an assassin. The Worm, when Burrowed, won't be doing anything but recuperating, lurking, or eating rocks; he wont be killing people. I love the idea of a burrower, but since dom2 doesnt support a WarcraftIII-like "Burrow" command (quelle surprise!), I think giving it high stealth would be the next best thing. Anyhow, it is YOUR mod, so you do what YOU want! (I just thought this would be a spicy enhancement to your already excellent idea, and anyhow I cannot imagine putting armor of any kind on a 90 foot burrowing worm.) |
Re: Nation Mod Release: Gollarn
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Re: Nation Mod Release: Gollarn
I just wanted to comment...
WOW Enslave Mind is a hoot. I think those commanders are rather undercosted. http://forum.shrapnelgames.com/images/smilies/wink.gif I'm kind of 'meh' on the rest of it, though... their troops aren't exactly the best in the world. |
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