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Originally Posted by BigDaddy
I'm sorry, but I really like the Arch Theugs, and can't believe the old powerful communion priest have to go. I always thought that they were the most fitting thing for the nation.
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Well, we are not talking about communion priests here. We are talking about communion *mages*, no one communions them to boost their holy power, but I have a plan to fix that. I have to go to work soon, so I won't go into details yet.
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Originally Posted by BigDaddy
Spies might be appropriate but obviously unnecessary. Certainly more appropriate than assassins.
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Byzantine had a pretty cut-throat imperial court. Assasins and spies are certainly very appropiate.
Quote:
Originally Posted by BigDaddy
Maybe its the power of the arch threurges that bothers you, rather than the flavor.
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Well, obviously. I stated in the first post that I wanted to tone the nation down. Their ridicilious power combined with the ridicilious age just creates a micro hell as you keep them alive with the regen battle bug and forge dozens of shrouds.
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Originally Posted by kennydicke
It seems that Pythium is like Byzantium mixed with Sarmatian/Scythian influences. BigDaddy may have a point... maybe a new nation, not a replacement, is warranted?
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Since I'm going to keep the infantry and most of the Theurg intact, it would be really bizarre and confusing if both the "vanilla" and "Byzantine" pythium were in the same game. Overwriting also allows me to save spell slots and avoid writing new units (which increases compactibility since I don't have to use new monster ID's). Also, less graphics work!
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Originally Posted by Fantomen
When doing this mod, you should read "Röde Orm" by Frans G. Bengtson if you haven't already. It is a very nice viking story. Historically accurate and a substantial part of it also takes up the subject of vikings fighting for middle eastern powers.
No idea if you know swedish, but it is available in english as " the long ships".
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I'll have to see if there is a copy at my local library. Thanks for the tip!
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Originally Posted by Digress
Some spies and assassins of various effectiveness would certainly add to byzantine flavour.
Maybe some corruptor/seducer type commander - the Byzantines certainly had a knack for getting neighbours to change their allegiances on a fairly regular basis.
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Well, I was thinking of a Ambassodor/Diplomat style spy. It would be pretty rebundant to have more than one spy or assasin, since only the top one would be recruited (even if you chose to *not* recruit a mage, which is pretty rare).
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Originally Posted by LDiCesare
I think flamethrowers were only used in naval warfare, or maybe some siege, so having a unit for these in Dom seems a bit strange.
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Well, this is a fantasy game. I won't let historical accuracy be in the way of
awesome. Besides it's not *that much* of stretch to assume that those cylinders would have been used in sieges and other land warfare applications.
I was thinking of a cap-only, heavily armored, high-resource cost infantry unit that can once throw a inaccurate blast of fire to a very close range and have a flaming melee attack with it.
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Originally Posted by LDiCesare
What about chariot racer heroes?
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Certainly a nice idea. I was thinking of replacing gladiators with chariots, but I'll see if it's necessary.
I'll have to warn everyone though that this nation won't be that historically accurate. More like a fanboyish wet dream of what the Ancient Byzantine was like. (It is pretty certain that my version will likely present as very goody-goody although the reality was vastly different).