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Re: Possible mod nation? - Kingdom of Angmar
The Nightblade seems fun. Expensive, but fun.
Here's what I see as the problem--you only have a chance if people don't know anything about the nation. If they know that you have a nice early game(not as good as, say, Ogres though) but peter out early game for a while, people will just gang up on your large but weakly defended territory. You have to hope that you blast out the gate faster than everyone else and that people don't then get worried and beat you down for it. That being said, I'd rather see how it plays right now and buff as needed than create a monster. You're doing perfectly(and I'm breathlessly anticipating the Worg Riders). |
Re: Possible mod nation? - Kingdom of Angmar
Rhudaur Savage (resource-cheap guys that hit hard but die in droves, most of your PD is made of these):
http://i47.tinypic.com/29fb4w2.png Up next is the Gundabad Warg Rider, though I'm having some trouble thinking of a good pose. Wolves seem more dynamic than horses to me, so I want a good one. |
Re: Possible mod nation? - Kingdom of Angmar
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As far as I can tell, the real options for mid-game are some combination of powerful battlefield spells and thugging. I think Angmar's strength will lie in the thugging. I wonder how crazy it would be to have the Mount Gundabad site give Construction bonus: 20... it's the place where the dwarves were fashioned from the stone after all. That would provide a definite advantage for thugging. Quote:
Hill Troll Rhudaur Chieftain Rhudaur Shaman Rhudaur Stalker Gundabad Warg Rider |
Re: Possible mod nation? - Kingdom of Angmar
For the record, I'm about 90% sure the nightblade would just spam undead(and not very well) instead of actually engaging any thugs. Berserking guys with hatchets help, though.
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Re: Possible mod nation? - Kingdom of Angmar
Hill Troll (That berserk is a whopping +8, meaning that it's pretty easy to dodge that greatclub until you piss it off, when it turns to 35 base damage at attk 18):
http://i49.tinypic.com/152z0a1.png Incidentally, after the snaga, that's my second try at making a sprite from scratch. I think it's a vast improvement. |
Re: Possible mod nation? - Kingdom of Angmar
That is beautiful, and more able to take down thugs than I thought it would be. Ow.
Please say there's a medium level (blood?) summon to get a handful of those guys. |
Re: Possible mod nation? - Kingdom of Angmar
No, I think a summon to get the trolls can't really work in this era. They're there to beef up Angmar's ability to defend. Also, they shouldn't be able to travel long distances because of the whole petrified-in-sunlight thing.
When I do the LA version, Mordor, you'll have a blood ritual that creates Olog-hai, which are trolls which can walk out under the sun. They'll be better armed and just as pissed off. The EA version, Angband, will have similar trolls as recruitables (I'm thinking they should have really low stats, but a HUGE darkpower bonus, to encourage you to bring darkness around wherever they go). What are all the things increased by darkpower? Strength, attack, defence, MR? |
Re: Possible mod nation? - Kingdom of Angmar
Quote:
Even "just" Con 20 sites are absolutely game-breaking (a'k'a they can decide games on their own) because of the somewhat buggy way they combine with forge bonuses. Also, having a con 20 site on your capital would make you absolutely unignoreable target since *everyone* would like to get that thing for themselves. |
Re: Possible mod nation? - Kingdom of Angmar
Fair enough. Maybe just a couple more gem income which would build up to a bit of a boost when construction is researched.
Oh, and in my tests I've realized that probably the best way to start with this nation is to have a diverse rainbow mage for access to boosters awake, so you can have 50 research points from turn 1. |
Re: Possible mod nation? - Kingdom of Angmar
Just to make sure, we CANNOT mod in linked random paths, right? So, I cannot make my nazgul multiheroes D3+100% W3/E3/A3/F3/B3, right?
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