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New Mod: Battlemages
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The purpose of this mod was to add a handfull of interesting and usefull, primarily artillery, human pretenders to the game.
Originally I had a different selection, but some of them did not make the cut and others did. added are: the puppetmaster the bloodhound the wind dancer the ember mage the reaper the geomancer save for the bloodhound, each has a unique ranged ability, most with limited ammo, that can be used twice per battle round. You will notice differences between the first 3 and last 3, in the art, the first 3 where drawn by hand, the last three where adapted from photographs (hence the difference in quality) also the first 3 have familiars, the last three do not because their powers are "slaying" effects, and I thought giving them added functionality in melee wasn't necessary (and adapting photographs for familiars was kind of hard.) take a look at it, tell me what you think |
Re: New Mod: Archmages
You know, I once a made a mod with the exactly same name, and you can even find it somewhere here. http://forum.shrapnelgames.com/images/smilies/happy.gif
But ah, I don't mind. |
Re: New Mod: Archmages
The archive has two files. They share the name, so only one can exist at the \mods directory. It should probably be the newer one.
EDIT: I looked through the .dm file. I'd tone down some of the abilities, like Wind Dancers defence. 19 is awesome base stat; 15 should do. Remember how the Vampire Queen was supposed to be just another chassis for cheap magic paths? http://forum.shrapnelgames.com/images/smilies/wink.gif Not a bad mod. I didn't like the Bloodhound's description, though; a rapid dog is not that good a gift. The rapid beast should be what has become of his familiar after he received his infernal powers. |
Re: New Mod: Archmages
naw, the VQ thing was before my time.
I can change the name pretty easily, I had no idea there was already an arhmages mod. |
Re: New Mod: Archmages
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Re: New Mod: Archmages
my puppet master has an obsesion with running away after one round of firing
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Re: New Mod: Archmages
it is because you are sending him alone, and the one thing he enslaves gets killed almost immediately
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Re: New Mod: Archmages
How about "Battlemages" for a name? Very cool, Wish, keep it up http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: New Mod: Battlemages
good call, I'll rework it.
look at the ember mage, isn't that just the best adaptation of a belly dancer into a sorceress? changed name of mod. |
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yeah, I usually script him quickness then fire fire fire fire cast spells,
he is amazing in the druid/elf provinces if you script him to fire large monsters, then those dark vines just demolish the rest of their army. I find it dangerous to script him to fire, because when he is don, he can run in to his death, but if you must script him to fire, use two fires after 3 spells, then script him to fire and flee. this often ensures his survival. These mages where not designed to solo independant provinces -- and the commanders are usually at the back, waiting to kill the two archers you grab. |
Re: New Mod: Archmages
i also think the wind one is a little too tough especially for a mage (with a little bit of equipment practically invincible)
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Re: New Mod: Archmages
oh yeah, it has been mentioned her defense is maybe too high
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Re: New Mod: Archmages
the defence combined with buffing versatility
mistform body ethereal personal luck misform astral shield attack archers (with boots of flying on) that combined with super high defence (which got better with champs trident which also gives quicness) is deadly |
Re: New Mod: Archmages
all the humans have the ability to buff up that way. new paths are cheap. that is what being human is all about!
anyway I dropped her defence down to 14. |
Re: New Mod: Archmages
yes all humans have the ability but they dont have the defence to make the buffing worth it
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i would still go for the wind mage here because the freak lord often fatigues himselkf to death (trample) and the archmage (under cb) has to take all paths
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Re: New Mod: Archmages
Eh - in CBalance, the freaklord gets 3 fatigue back each turn. In one recent game (human mages only) I kept my freaklord consistently at the top of the HoF until the very end game when he died soloing an army with several of the Ice Devils along. ( I think I would've killed them too, but it seems that the only attack Astral Weapon doesn't affect is ... trample! ) |
Re: New Mod: Archmages
nice, didnt know he had reinvig
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