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  #1  
Old February 14th, 2007, 02:01 AM

Sombre Sombre is offline
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Default Vaettiheim 2.2

PREVIEW IMAGE



---------------------------------------

Summary: An update to the Vaettihiem nation. Exiled Vaetti and Gyga form a Late Era nation with troll, wolf and Spero allies.

Strengths:
Cheap, effective size 1 troops
Strong, durable trolls
Spero flying armies
Fast wolf based troops
Very varied recruitables
Useful wolf chaff summons and spawns
Heavily stealth based

Weaknesses:
Slightly unreliable and old mages
Weak missile troops
Weak priests
Sacreds cap only
Specialist units are expensive


UPDATE V 2.2

This is a relatively minor update in terms of gameplay, but changes a lot in the dm file itself so could produce some hilarious bugs.

-- All copystats replaced with actual stats

-- Many changes to ID numbers

-- Changed the role of the Wolf Lord to make him less of a call allies monkey

-- Replaced the werewolf spy with a simple and very cheap Vaetti scout

-- Exile Guard no longer cap only

-- Troll Druid gets +1 nature in a forest

-- Prettied up the flag and banner a bit


----Mod uses ID Numbers --

--Nation 74

--Armor 320

--Weapons 695

--Monsters 2400-2427

--Sites 887-889
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Name:	Preview Vaetti.png
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ID:	6985  
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File Type: zip Vaetti v2.2.zip (39.5 KB, 762 views)

Last edited by Sombre; September 28th, 2008 at 06:45 AM.. Reason: Prefix
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  #2  
Old February 14th, 2007, 04:19 AM

Aeshi Aeshi is offline
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Default Re: Vaettihiem SE 1.0

I like those little goblin guys...Good thing they became a nation of their own!

Suggestion:Maybe a custom pretender?
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  #3  
Old February 14th, 2007, 04:36 AM

Sombre Sombre is offline
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Default Re: Vaettihiem SE 1.0

I could make a super ancient Gygja pretender, or just give them something new and crazy. I think the fenrer pretender or ***** queen work pretty well though.

I'll add a minor dominion spawn of wolves in a later update. Honestly though they aren't exactly a priest/holy/sacred nation, so the pretender and dominion are somewhat less important.
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  #4  
Old February 14th, 2007, 05:39 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Vaettihiem SE 1.0

I had myself a project of changing the exemple mod into a nation of vaettir and trolls (instead of wyvervns), I think it would be more appropriate, but as I'm currently too busy with my map editor, ...
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Old February 14th, 2007, 06:34 AM

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Default Re: Vaettihiem SE 1.0

Huh, great minds think alike eh? Well I'm keeping the draconians as is, but the Vaetti also get 2 troll units, some more wolfy stuff and a troll hero or two.

If you want to make any suggestions or have any units etc I could put them in so you can carry on working with the map editor.
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Old February 14th, 2007, 07:37 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Vaettihiem SE 1.0

You can use Bogus and his teams as sprites for heroes/commanders for your mod, that's what I planned to do. (The Troll mage could serve as placeholder sprite for a Troll Shaman for exemple, and the Troll raider could maybe serve as a troll scout/ranger commander)
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  #7  
Old June 1st, 2007, 10:21 AM

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Default Re: Vaettihiem SE 1.8 UPDATED

I've updated the attachment to 1.8 and it seems to be working.

If it stops working tell me and I'll set something up on mediafire.

ENJOY.

Oh and llama (and others) feedback on cost and stat changes is more than welcome. I think the vaetti sorcerer for instance might be priced a bit oddly.
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Old June 1st, 2007, 12:30 PM

llamabeast llamabeast is offline
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Default Re: Vaettihiem SE 1.8 UPDATED

Awesome, good stuff Sombre. I had a chance to take a quick peek, and the new graphics are really good. I won't have a chance to have a proper play till Monday unfortunately though, so I'll try to post some comments then.
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Old June 4th, 2007, 08:56 PM

llamabeast llamabeast is offline
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Default Re: Vaettihiem SE 1.8 UPDATED

I lied unfortunately, it's been a hectic evening. I've had a brief look, but will spend some more time on it before I post comments.
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Old June 7th, 2007, 03:13 PM

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Default Re: Vaettihiem SE 1.8 UPDATED

Okay, time for the periodic Llama Vaetti Commenting.

I'll go through the units in order.

Vaetti: Fine, of course.

Archer: You've increased their price? I think 8 was fine. They are, after all, fundamentally worse than human archers - worse morale and precision. Also being size 1 is a disadvantage for archers - they will rarely fight in melee (and will still die when they do), but AOE spells will kill them in droves.

Netter: Really nice, the sprite is very good too.

Groundbreaker: I think giving them a shield was more than a sufficient buff, I would be inclined to change their weapon back to a pick axe. Their main problem before was that they died too easily, but the shield amply fixes this. Now they're just superior to the spearmen in pretty much every way. I can form no opinion on the change in price though (I think they have gone from 12 to 11 gold). With a pick axe though, I think they will be really nice (and it's nice to have the attributes fitting the sprite closely too). Low attack, but the size 1 will counteract that. And they will have a lot of punch.

Wolf rider, werewolf: Still all good.

Moose riders: These still seem useless to me. I had an idea, I can't remember if I mentioned it: how about giving them a one-off lance-style 'Moose charge'? That way they could be useful in melee without being overpowered, and it seems thematic too. Otherwise I can't really think what you can do for them - they already have lots of hitpoints, more protection wouldn't make sense, and nor would more attacks. A charge would be funky though. I think these should be really fun units, but unless I'm missing a trick they're just not useful at the mo. Although I realise they're even worse for Jotunheim.

Trolls: Still all good.

Speros: These guys are awesome. A huge improvement over the old draconians. The graphics for them are really really nice too - I build them just to look at them. I really like the idea of the diving spear strike as well. I think they are a bit underpriced though - it feels as if I would be better off not building vaetti at all (I might be being silly here, not sure). Flyers should probably pay a heavy penalty in cost for their mobility I think. Hmm. Maybe 26? I'm not sure. The Abysian demonbreds are only 20, but while stronger, they're missing 2 protection, 2 defence and the spear strike.

Wolf trolls and exile guard: Still good, too.

Commanders: The sorceror is very nice indeed. Thanks for considering the idea, and good work on improving it. I do think he may be a little cheap, although the more I think about it the more I think cheap is sensible (they're unreliable on account of their randoms, and have old age). Maybe 120-130?

Spero chief - Fine, nice.

Forest troll shaman - Good, just right I think. A little expensive perhaps. They should be rare-ish, but being capital-only already achieves that. He also looks a bit mutant, but then I think he comes from an in-game sprite? I think of all the units this one is definitely most in need of redrawing Sombre-style, if it appeals to you to do it of course.

Gygja - Am I right in thinking they used to be 280? 340 seems very steep indeed, since they aren't really especially good. I know they're meant to be rare compared to MA Jotunheim, but I think that again that's achieved by making them capital only. I would probably leave them at 280 I think.

I hit end turn a lot of times, till i got the Crescent Hermit. He's lovely, I really like him. Good stuff.

Once again, I absolutely love this mod. Thanks Sombre!
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