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-   -   Sons of Kaleva, a Kalevala mod (http://forum.shrapnelgames.com/showthread.php?t=37024)

DrPraetorious December 11th, 2007 04:36 PM

Re: Sons of Kaleva, a Kalevala mod
 
Almost any mage is going to be used.

If you give him 18 hit points, high combat skills, nature and astral, and a soul-drinking weapon, he'll be a very effective thug, although you probably wouldn't make equipment for him.

Alternatively, you could make him as a pretender chassis http://forum.shrapnelgames.com/images/smilies/happy.gif, give him like 25 hit points and a soul drinking sword - with enough special powers (glamour, fear and ethereal, say) he'd be a suitable SC god even with barely above human scale hit points.

Endoperez December 12th, 2007 01:49 AM

Re: Sons of Kaleva, a Kalevala mod
 
Having one hero with Astral magic would certainly boost their magic, at least when it comes to thugs. Luck and Amulets of Antimagic are pretty much necessary for proper thugging.

Lingchih December 12th, 2007 03:02 AM

Re: Sons of Kaleva, a Kalevala mod
 
Yes, I think a hero is the perfect addition for Kullervo. You don't really want to recruit him, but if he pops up, then all the better. He could also be a Pretender chassis, but I'm not sure who would want to serve under Kullervo http://forum.shrapnelgames.com/image...es/redface.gif

Jarkko December 12th, 2007 03:03 PM

Re: Sons of Kaleva, a Kalevala mod
 
Quote:

Endoperez said:
Spreading dominion and generating Fire and Nature gems, having huge supply bonus and the good luck ability of Lady of Fortune... Yes, I could come up with something. Making it Fire/Air would limit it to Ilmarinen quite nicely.

Instead of generating supplies, couldn't it generate income and resources (and be immovable)?

Burnsaber December 12th, 2007 03:36 PM

Re: Sons of Kaleva, a Kalevala mod
 
Quote:

Jarkko said:
Quote:

Endoperez said:
Spreading dominion and generating Fire and Nature gems, having huge supply bonus and the good luck ability of Lady of Fortune... Yes, I could come up with something. Making it Fire/Air would limit it to Ilmarinen quite nicely.

Instead of generating supplies, couldn't it generate income and resources (and be immovable)?

In the ideal land of rainbows and eternal honey, yes. But making a unit that increases scales is not moddable.

Sombre December 13th, 2007 12:11 AM

Re: Sons of Kaleva, a Kalevala mod
 
You can copystats one of the units that increases magic scale,.. or growth scale too I think.

Endoperez December 13th, 2007 01:47 AM

Re: Sons of Kaleva, a Kalevala mod
 
However, I can't make it unique if I copystats a non-unique creature for its powers. Lady of Fortune etc luck-increasers aren't unique. The monkey summon that increases magic scale isn't unique. Can't do, sorry.

HoneyBadger July 20th, 2008 03:46 AM

Re: Sons of Kaleva, a Kalevala mod
 
How's this mod going, Endoperez? Especially now that we're getting unique tag. Having been introduced to the Kalevala (haven't read it through yet, but I will), I'm interested.

Endoperez July 20th, 2008 04:08 AM

Re: Sons of Kaleva, a Kalevala mod
 
Weak. http://forum.shrapnelgames.com/image...ies/tongue.gif

I start something, then run out of steam. Both with this, and with the arabian nights mods I was helping with.

I still have my notes, so I could pick up from where I left this... However, I also have notes on two other mods that never got even this far.

I might get a little more progress on this, but we'll see.

Lingchih July 20th, 2008 09:37 AM

Re: Sons of Kaleva, a Kalevala mod
 
That is a shame. I was so looking forward to a Kalevala mod.

Such heroes! Kullervo, Lemminkainen, Vainimoinen.


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