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Nation Mod Release: Gollarn (latest version)
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Nation Description:
The Gollarn are pale, amphibious humaniods from the waterlaced caverns deep below the earth. When the long dwarven mining tunnels of Vanhiem ran into the sacred Gollarn burial caverns, the Gollarn leader caste organized a crusade that ended with the capture of the Halls of Andvare and the abandonment of Vanhiem. Gollarn are stealthy and have keen reflexes, but are in general frail and do not value bravery. They have hunted and domesticated many of the strange creatures of the deepest watery caverns. While Gollarn tend to be isolated, many have banded into small underground settlements that constantly raid each other. The leader of each settlement is the Keeper of Secrets - the only Gollarn with the sacred right to make and read maps of the caverns. Ancient hermits known as Watchers of the Depths are philosophers and powerful mages of Earth and Sorcery. A guild of craftsmen mages, known as clayformers, have recently gained much power by harnessing the power of enchanted clay from the lowest depths of the caverns. Some features that are not obvious from the unit descriptions: *The trapper entangles enemies striking it, like a vine shield. *The spirit walker can change shape to a mental form with 1 HP and an enslave mind weapon. *The clayformer generates earth gems. *There is a special benefit to casting to Gift of Reason on a depth diver. Also, thanks to Eternal_Spearmen for drawing the images. Please let me know what you think. |
Re: Nation Mod Release: Gollarn
A very nice Mod with an innovative Nation http://forum.shrapnelgames.com/images/smilies/happy.gif . Reminds me of Goblins and Gollum http://forum.shrapnelgames.com/image...es/biggrin.gif .
Two questions : Is it on purpose that the Depth Mind pretender has only 1 hp ? The Depth Divers radiate both heat and cold via heat and chill abilities . Both abilities on one single Creature is imho a bit unthematic . Otherwise well balanced in my Opinion http://forum.shrapnelgames.com/images/smilies/happy.gif . The Gollarn will be a difficult but fun nation to play with http://forum.shrapnelgames.com/images/smilies/happy.gif . The idea with the earthgem generating mages is cool also . |
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So, it appears the only reason to ever buy a depth diver is to GoR it...
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Sacred would be good; then you could get them an air bless effect so they quit dying to anything with a projectile...
Watcher of the Depths is lifeless? Why? Bat Rider's sling is pretty useless... |
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Also, he's not stealthy, but that may have been intentional. So, if he spends all his time watching stuff, he should have good eyes, right http://forum.shrapnelgames.com/images/smilies/wink.gif Then why is his precision lower than the other units?
The raider seems kind of weak. They sure pack a punch, but die alarmingly quickly. Maybe you could increase their stealth a bit to give them a better niche use. Well, everything seems to be fairly well-priced (except Im still not sure about the Depth Diver) after playing a quick test game. Its difficult to say how much the clayformer, spirit walker, and burrower are really worth, what with their cool unusual abilities (very intriguing http://forum.shrapnelgames.com/images/smilies/happy.gif), but I think youve done a good job. |
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The master hunter may need some toning down. Stealth +25 for an assassin is
a bit over the top, and the armour piercing daggers make him quite deadly even against armour. As for the clayshapers, I wonder how that will turn out. I know that in all my games there comes a point where cash is meaningless. Being able to buy a gem generator for 400 gold, and get a modest researcher... it's probably OK. They have a great researcher, but I cannot think how he could be used in battle. As a matter of fact, I think this nation is a bit light on battlefield mages. All in all, I do not think the race is overpowered, but I would sure hate to piss off anyone who can get assassins like this for 90 coins. |
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Almost forgot to mention: theres a typo for the gollarn guard: his 2nd sprite is entered as "./gollarn/gollarngaurd.tga" when it should be "./gollarn/gollarnguard.tga", causing the game to crash when you watch a replay where it attacks something.
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reason I am worried about him is the high stealth, because a properly equipped assassin is a true pain, and a stealth 25 one is very hard to find. How do you justify a guy out of his element having the stealth of a van with glamour? Quote:
push are great in my book, but as I said, it does not seem to matter that much because they really have NO battlefield mages to speak of. I am starting to think that maybe this mod is underpowered, at least when it comes to magic. |
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As for being under powered in magic, again this is a result of toning down since the concept thread. The original watcher of the depths had 2E and 4 sorcery randoms (2 linked 2 unlinked). |
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The Bat Riders really need a commander to excercise their full potential, and it would be nice to have a Guard Commander without stealth but with armor. Dunno if its possible to add new commanders with the modding tools, though, as Ive never done any modding...
The PD is about as worthless as that of Machaka... even worse if the enemy has any ranged units. At least it does get a mage at 20, though. |
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Interesting and innovative so far. I'm not really an expert on costs so I won't say much, but how did you determine the cost of the Clay Spirit pretender--to me, at first glance, he seemed a bit cheap at only 20 creation points.
<< Edit >> Oh! I figured out (exactly) what the problem with the newlines in the summaries is. The standard newline sequence CRLF (stands for Carriage Return, Line Feed from a standard typewriter) on Linux (i assume) is LFLF or a sequence of (hex) 0A0A. Most editors produce the standard carriage of 0D0A. Use 0A0A (if you like hex editing or have a program that allows this) instead to insert the linefeeds. |
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Sounds awesome, but... is the link broken for anyone else? I can't download it.
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EDIT: The link works for me, I'm not sure what the problem is. |
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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. |
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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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*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. |
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Great mod.
Very innovative and unique. I immediatly fell in love with the depth mind. very very cool ::) |
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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 |
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@izaqyos: Thanks http://forum.shrapnelgames.com/images/smilies/happy.gif |
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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.) |
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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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It's not the price, it's their crappy nature. Their 'best troop' is the entangling one, IMO. I haven't tried the burrowers yet, but their cost basically precludes an army of them.
The best strategy I've found so far is to recruit Spirit Walkers at every opportunity while using the Entanglers as a (quite effective) wall. Don't get me wrong. I think it's a pretty fair nation. It's just their troops aren't much to write home about. Would you like me to send the mod's commanders through my 'commander rubric'? |
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I don't use Pangaea's stealth troops. http://forum.shrapnelgames.com/images/smilies/wink.gif
Pangaea (base): Revelers or (more normally) Maenads. Pangaea New Era: Dryad Hoplites are 'da bomb'. Pangaea CW: Enh. I'll run them through. Enslave Mind I won't ignore, but maybe I'll just skip that guy. http://forum.shrapnelgames.com/images/smilies/wink.gif |
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FYI, I don't think stealth level on non-commanders has any effect. You could test it, though.
If you want to boost small, Gollum-like units, defense skill seems like a logical choice to me. |
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*Fix summary. *Make a national specific spell to summon a burrower commander, I was thinking of stealing either the Siege Golem, or Serpent Fiend spells to do this. *Make trapper immobile, 4 gold. *Reduce assassin stealth to +15. *The aforementioned attack and defense boost. |
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This is a very nice nation. Not too powerful, but with a neat feel to it.
The trappers are insanely useful currrently, at least in the early game. I doubt they would be any at all if they were truly immobile. Is it possible to give them strategic movement but no motion on the battlefield? That might reduce their usefullness. |
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Ok, new version up. A lot of tweaks and polishing, a new national spell (had to steal telestic animation to make it) with tinkthank's idea.
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Er, do you mind if I ask what the tweaks are?
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*better att/def on many units *lower stealth on assassins *clayformer 10 gold less |
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Grr. I liked the trappers mobile. http://forum.shrapnelgames.com/images/smilies/frown.gif
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I guess. It's a hard task.
Of course, I find them all displaced by the Mind Enslaver. http://forum.shrapnelgames.com/images/smilies/happy.gif |
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I dont think the spirit walker is unbalanced, simply because he is a commander. You are limited to one per turn, and only that to the exclusion of any other mages.
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Do Spirit Walkers cost as much upkeep in their Spirit form as they do in their normal form? I seem to recall it didn't have the buyable form's gold cost in some version, but I'm not sure anymore.
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