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Description of the Malazan Empire in the Dominions world:
"Another splinter of Ermor which instead of turning to faith like Pythium and Marignon did, the Malazans decided to decimate and cull the priests and cults. The purge was accomplished largely by a cabal of mages and assassins which would later form the covert organization called the Claw. Mages practicing necromancy were slain along with the priests, and the few who still know the dark arts ply them secretly. Having seized power and put an end to the threat of the death cults, the strongest and most wilful creature of the mage cabal took the throne as Emperor. The imperialistic ideal of Ermor stayed close to the heart of the ruthless leaders of the uprising and before long the Malazans looked to foreign lands as their Emperor grew powerful enough to make a claim at godhood. The Malaz have since breaking free from Ermors grasp become pragmatic and adapt well, which means their forces are versatile. Their infantry retains their Ermorian heritage but have refined their tactics to include specialized roles within the infantry, including sappers and skirmishers. They have also managed to aquire the secret of Moranth munitions, magical exploding orbs. Wielded by foolhardy sappers, these are devastating devices that destroy stone as easily as flesh. Allied barbarians round out their forces. Altogether, the Malazan way of warfare may be clever enough to make up for the lack of holy power." Strengths: Diverse magic and equally diverse troops. Lots of tools at it's disposal. Powerful heroes and summons. Are good on the attack! Weaknesses: Expensive mages, expensive castles, unpredictable magic, and somewhat Capitol centric. Weak priests and no sacred troops. Preview: http://dl.dropbox.com/u/11811103/Pub...0for%20Web.jpg Latest changes: Version 0,82 - The Bridgeburner ghost summon was nerfed to hard. Casting Req. changed to 2D1S, 2 gems, effects upped to 7. - Completely remade the High Mages. They are now “level city”-powerful and rank amongst the most powerful mages in MA – but also among the most expensive mages to recruit, and the most expensive of all to upkeep in MA: 360: Telas (Fire): 3F1E1S+1FAWES+0,4DN, onebattlespells Phoenix Power 360: Serc (Air): 3A2S+1FAWES+0,4DN, and has Flying, Storm Flying and Storm Power 1 360: D'riss (Earth): 3E1S1N+1FAWES+0,4DN, onebattlespells summon earthpower 380: Thyr (Light): 1F2S1A+1FAWES+0,4DN (also: glamour), onebattlespells power of the spheres 250: Denul (Healing): 1N1S++1FAWES +1DN (also: healing 100), also regenerates - Cattle dogs made size 1, and str 7->8. - Korvalah given recuperation and small regen. - Wickan Chiefs autosummon 1 cattle dog per turn (and can train 2 more). - “Commission burner” cost 8->6 - “moranth raid” nreff increased 10->12 - Kenryll’ah Tyrant given boosts: hp 64->70, prot 10->11, regen 10%->15% - Cadre mage given a small extra random: 10% FAWES, price 100->110. I've added a few thoughts and questions at the end of the post for those interested and willing to help! Either way, I hope you enjoy the mod. A note to readers of Steven Erikson: I have placed the Malazans in the Dominions universe (as of version 0,6 all descriptions will point to this). The Malazan Empire's character will still be the heart and essence of the mod, but it will also tie into and fit with Dominions lore. That said, I have tried to base the choices I have made upon the novels as well as I can. Note though that the timeline within the mode is fleeting and the mod reflects a time from before as well as throughout the series. You could perhaps invision the mod to cover (as research and the game progresses) the years of Kellanved as well as the years up to perhaps book 6 or 7. It also does cover eventualities, as some summons will be thematically "speculative". But, that said, do come forth with questions, suggestions and criticism of thematic nature! Troops Infantry The Malazan infantry units are basically well motivated and cooperate very well on the battlefield, reflected in slightly better stats overall. Their main feature for the player is that they are well equipped and good for their price. They also have hardhitting, but dimwitted, heavy infantry. Sergeants Essentially morale boosters, making for a hard to break battle line. They are not so much drill sergeants, but motivational leaders and tough fighters. Sappers Extraordinary siege breakers, and if used correctly, an interesting option on the battle field. They are intentionally expensive as they are rare and potentially very powerful. Marines Essentially elite soldiers, used to fighting under cover, preparing the way for the armies and disrupting enemy plans. They are very skilled and dangerous, but capital only. They can be used in conjunction with Sappers, for raiding not only provinces, but even castles. (note: The Malazan Empire has expensive castles, but are very good at taking them!) Wickans Very good cavalry, versatile and hard hitting. They are meant to be an expensive option, however. Commanders Fist and High Fist The standard commander options, the latter cap only. They both come with retinues (as per their descriptions). The High Fist can also sail, and has an impressive standard ability reflecting their renowned ability to lead armies. Marine Sergeant Has an interesting mechanic in not being cap only, while "his" troops the marines are cap only. The quirk here is that he does come with a retinue, being able to train troops in the field. Cadre Mages Recruitable everywhere mage. The Malazan empire recruits basically everyone who can do magic into the military, regardless of schooling and path of magic. This results in very diverse, but unpredictable mages (1FAESN+1FAWES+0.2DN). They are also special in that they are literally soldiers, meaning they, for good and bad, carry armor and shields. Cadre Healer Recruitable everywhere mage (1N+0.1D) with minor healing. High Mages These are exceptionally skilled mages, excelling in at least one path of magic. They are communiable, but are also quite expensive (intentionally so). They come in the following varieties: 360: Telas (Fire): 3F1E1S+1FAWES+0,4DN, onebattlespells Phoenix Power 360: Serc (Air): 3A2S+1FAWES+0,4DN, and has Flying, Storm Flying and Storm Power 1 360: D'riss (Earth): 3E1S1N+1FAWES+0,4DN, onebattlespells summon earthpower 380: Thyr (Light): 1F2S1A+1FAWES+0,4DN (also: glamour), onebattlespells power of the spheres 250: Denul (Healing): 1N1S++1FAWES +1DN (also: healing 100), also regenerates Priests Weak H1 priests, but they are sometimes (50%) able to use magic. Claw Assassin Mage assassin (A1S2). They are infiltrator, mage and assassin in one, but they are bad researchers and can not lead troops. Wickan Commander A good leader for the Wickan Troops, being as fast as them. Can also train cattle dogs, which could be useful as cheap flankers/harassers. Summons Cusser Sappers Very powerful munitions that can devastate walls. They can also be a terrible weapon on the battlefield - for foes and friends.. Burner Sappers Sets friends and foes on fire... Kenryll'ah Demons Terrible demons that are quite dangerous, especially the Demon prince. They are large, hard hitting and cause fear. They come from a realm of water, hence their sailing ability, swamp survival, cold resistance and minor water magic. Red Blades Fiery desert warriors, coerced to fight for the empire. Are experts at hunting down dissidents (patrol bonus) as well as fighting in hot climates. Wickan Cattle Dogs Beasts of battle, summonable through the Wickan Commander. Expendable flankers/harassers. Korvalah Strange demons that grow in power as they are challenged. They pity their foes, as anyone should.. Heroes Lorn Fiddler Coltaine Tayschrenn Quick Ben Kalam Some notes, thoughts and questions - High Mages are meant to be expensive, but are they too expensive? - Thematically, one could argue both in favor for and in favor against the High Mages being communionable - what do you think? The alternative would perhaps be removing the astral point for all except Thyr, and making their main path 3. - National spells - are their power level, research level, gem cost etc reasonable? They are meant to be highly viable, but not too powerful in comparison. Their teleportation is basically an earlier option, while the bombing raids work much like fires from afar (less random, less potential, slightly cheaper). - Are all commanders "recruitable" as in that they will at least occasionally be used? If not, suggestions? - Pricing in general. As stated, some units are meant to be good value for money (basic troops) and some are meant to be expensive (wickans, mages). That said, thoughts on pricing are welcome, as I find that tricky! - The Sapper's munitions - are meant to be quite useful even on the battlefield - are they? (are they too useful even, or not enough?) - Also, a thanks to Calchet over at Shrapnel, who started making a Malazan mod. With his permission I used some of his material, even though I've changed basically everything from that version. (you can find it here: http://forum.shrapnelgames.com/showthread.php?t=39280) Ideas for upcoming additions To whet your appetites... - Warlock summons and Cattle Dog summons, perhaps even a Raven spell. - Summon Moranth raiders - The First Throne spell: T'lan Imass allies - More Imperial Demons: Galayn Lord, perhaps Sirinth. - Foolish Dog Armor, summons Wickans with Rune Armor - Mott Irregulars? - Barghast? |
Re: Malazan Empire v 0,5
Nice! I know you probably have plenty of ideas, but here are some more:
Mott Irregulars: Troops with high magic resistance and swamp survival. Shapechanger summons (Soletaken and D'ivers). For D'ivers, you could use a string of #secondshape to represent the many individual creatures that compose the D'ivers. If you're limiting the priests for balance reasons, that makes sense. That said, there's lots of options for adding fun and interesting priests. Driss priests that suffer old age and spread unrest, berserk priests of the Boar of Summer/Trake, disease spreading priests of Poleil, ect.. And of course, there are no lack of options for pretender gods. I'll give this mod a shot and give you my thoughts on balance and such later. I'm just so excited to see a Malazan mod I couldn't help but add some ideas. |
Re: Malazan Empire v 0,5
There are a few small bugs, as some of the number ID's in CBM 1,9 did not match what it's documentation said. I will update and add the mod later today.
Vali - thanks for your reply, I will reply properly later today! |
Re: Malazan Empire v 0,5
New version up.
0,51 - Kenryll'ah bug fixed. (note: the lower tier version is supposed to summon troops) - Fixed conflict with CBM 1,91. |
Re: Malazan Empire v 0,5
Adding the Mott Irregulars would indeed be fun. I will consider it. I have considered a few allies as summons, for example Red Blades (oriental cavalry w/ patrol bonus).
Yes, the priests are limited for balance reasons, but also some what for thematic reasons as the priests and cults were culled by Kellanved. I think they need weak priests, but I really like your suggestions. Also, the random magic on the priests is there to represent various cults! Yes, please give me more feedback once you've tested it. Do use the updated 0,51 though! |
Re: Malazan Empire v 0,5
Interesting mechanic of the Marine Sargeant.... more in line with your fluff that they are capable of training troops in the fiels, instead of a retinue why you do not change them so they can "recruit" (summon) troops instead? A single marine/turn would not make it too overbalancing and would look to be more thematic to their "training" ability....
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Re: Malazan Empire
Quick note: Graphical glitches for Kenryll'ah fixed!
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Re: Malazan Empire v 0,5
Quote:
I might change the fluff text somewhat though. |
Re: Malazan Empire
Small update:
Version 0,53 - Added Claw sprite - Made revisions to some of the fluff texts. - Randoms removed from High Mage of Denul, is now a N1S1 mage with 100 healing. - added nametypes - all Fists, Marine Sergeants, Cadre Healers and Cadre Mage have Malazan names! (and Troops, should you give them the gift of reason..) |
Re: Malazan Empire
Deathjester, thanks for picking this project up. I look forward to spending some time with it.
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Re: Malazan Empire
Quote:
Some updates graphically, two drafts: Thyr mage: http://dl.dropbox.com/u/11811103/Pub...ions/Thyr1.jpg D'riss mage: http://dl.dropbox.com/u/11811103/Pub...ons/Driss1.jpg |
Re: Malazan Empire
Made a whole new graphic for the Thyr mage, and remade the old one into a quite cool Adjunct Lorn. See the preview image in the original post.
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Re: Malazan Empire
Major update. First post updated.
All current units, summons and heroes have complete graphics. I like them all but will be improving and polishing them (or even changing them). The Emperor and Empress pretenders still has Dominions graphics, though, I will update these shortly. A number of new units and a number of fixes/revisions done. See the more important details below. Version 0,65 - Bug Fixed: Empress was bugged. - Changed randoms for Cadre Healer to just 10% Death. - High Mage of Denul got their DN pick back. Price increased 150->170 - DN random magic skill chance reduced, on cadre mages 40->20, on High Mages 40->30 - Marine Sergeant HP 12->13 - High Fist HP 12->13 and price 100->110 - Empress: bug fixed (mounted with 8 AP), point cost 20->40, hp 10->15, prec 18->16, removed glamour - Emperor: added A1 to start magic, point cost 10->20, standard 50->30, hp 15->18 - decreased precision for sharpers -1 -> -2 - revised stat lines for MR and Morale for commanders and mages and made minor changes to be in line with other human nations - slight tweaks to High Mage stat lines, mostly for fluff reasons - added 1 air gem to starting gem income - NEW UNIT: Sergeants: Slightly above average soldier with minor standard (4) - Morale lowered on medium infantry 12->11, Heavy infantry 14->13, Marines 14->13 - Marine Sergeant given minor standard ability (4) - NEW SUMMON: Added Red Blades summon: "Coerce Red Blades" Fierce desert warriors who are experts at hunting foes down. - NEW SUMMON: Wickan commanders can now train 2 Wickan Cattle Dogs per month (giving them an use, except leading map move 3 units) - Edited heroes that lack sprites out. Will be added back in in the next version: Quick Ben, Kalam, Tayschrenn. Heroes that are in the mod version 0,6: Lorn (with Otataral rusty blade), Coltaine and Fiddler. - Completely new nation description, tying it in with the Dominions universa - Finished baseline graphics for this version. They are in constant revision, though. |
Re: Malazan Empire
New version. Fixes some issues with case sensitivity and also fixes two crucial things: Adds a national scout to the lineup and gives the priest the holy level he always was supposed to have. Apart from that some tweaks to the mages and a correction of the Red Blade cost. See details below:
Version 0,68 - lowered research on Claws by another 2. - Bug fix: Priest given holy magic level 1, as intended - fixed case sensitivity issues (hopefully) - national scout added - composite bows added to red blades - cost for Red Blades set to 10 F gems. Upkeep removed. Now meant as a niche unit for getting gold income quick, raising a larger army quickly and/or for fighting in hot lands. - mages given (ordinary) armor and/or weapons where appropriate |
Re: Malazan Empire
New version up. OP updated. Changelog below. It's really two updates in one, as I decided to add an extra thing or two to version 0,75 before release.
Version 0,79: Bug fixes - Bug fix: Red Blade troops were called commanders. - Bug fix: Graphical glitch with Medium Infantry w/ spears and javs - Shortened national description so it fits in the window! Unit changes - Marines att 13->12, def 13->12, cost stays at 16. - Emperor Pretender: Pathcost 40->20, Cost 20->30 - Claw price 250->190, with their research malus the price was too steep even considering their sacred status. They should be a potential key unit, not something that is never worth it. Their research malus decreased to -2 instead of -4. - Marine Sergeants given normal leadership (okleader) of 40 troops instead of 10 troops. It was too hard to utilize them as stealthy forerunners as it was and that was not intended. - Kenryll'ah given "kick" attack. They now have three attacks at high strength and deal considerable damage. - Changed nametypes for most commanders (except scouts and fists) to have Ermorian/Pythian names to align with the new back story of the nation. - Coltaine given awe +2 instead of +1, and also given a "onebattlespell" of fanaticism. He can also summon allies to gather more wickans when not leading armies representing his ability to gather the clans. - Sappers given 10% fire resistance. Makes next to no difference in gameplay, but is thematically fun. - High Fist standard ability set to 15, to be more in line with other commanders with standards. Sprites - Pretenders now have sprites. - Sprite cleaning and polishing, especially attack sprites. New units - Heroes added: Tayschrenn, Kalam and Quick Ben. Their stats have been revised since them being included in an earlier version. New spells/spell changes - Coerce Red Blades research level 3->2. - New Spell: Moranth Riders, essentially a Gateway (conj 5, A3 cast req, 10A gems) - New Spell: Moranth Assault, essentially an Astral Travel (conj 8, A3 cast req, 25A gems) - New spell: Bridgeburner Ghost summon, a border summon battlespell (enchantment 6, 2D1S, 2 gems) that summons dead heroes from the grave - New spell: Commission Burner, that summons sappers armed with Burner munitions (constr 3, 1F, 8 F gems) - New spell: Bind Korvalah, that summons a terrible demon with a huge pillage bonus and a quirky mechanic where it grows in power with each death in combat (conjuration 7, A2S4, 30 A gems) - Kenryll'ah Tyrant now summonable with W1S3, and 20 W gems. - Kenryll'ah Troops now summonable with W1S2, and 5 W gems. This and that - Changed flyspr and sounds for weapons to more reasonable choices. - Flag added! (and High Fist flag recolored/remade) - Some descriptions improved |
Re: Malazan Empire
New version. See original post for details on version 0,82. Balance wise they are quite substantial changes. In short, High Mages thematically, and balance wise, needed to be different. They are now "level cities"-powerful and very strong in battle. The price of this is, well, the price - they have the highest upkeep of any mage in this era.
Enjoy! |
Re: Malazan Empire
I just want to say thank you Deathjester
I've tried many race mods and while we all have different preference this is by far my favourite mod... It just works really well, not saying it perfect but I'm having a lot of fun with it, thanks for all your hard work. I'm hoping the mod still active? lol Thx |
Re: Malazan Empire
Thanks, always glad to hear someone is enjoying the mod!
Yes, the mod is active. It is being played in a few multiplayer games at the moment and I have been waiting for complete feedback from the players and opponents before rolling out a new version. As to what is planned for future updates (not a complete list, probably): -T'lan Imass, as summons and as farstrikes. - Summon Sirinth, another Imperial Demon. - Mott Irregulars, swamp troops, they've got to be in there.. - Summon Galayn Lord, a powerful Demon Lord. - Summon Jaghut, everliving ice mages - Summon Toblakai, giant warriors - Summon King Iskar Jarak Maybe: - Summon Barghast, beastly barbarians - a raven spell for the Wickans - Summon Wickan Warlock If you have any other ideas or feedback, I'd be welcome to hear them. |
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