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  #1  
Old April 1st, 2010, 09:21 AM
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kennydicke kennydicke is offline
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Default MA Nation: Goguryeo, Smoke on the Water 0.7

A mod nation based on the Three Kingdoms era of Korea. Influence drawn from the kingdoms of Goguryeo, Silla and Baekje. 57BC - 668AD




Race: Human.
Military: Very well-equipped Archers, Heavy Infantry and Cavalry.
Magic: Strong Fire and Water, good Astral, a little Air, Earth, Death and Nature.
Priests: Weak to Average, Cursed, Fortune-tellers, Healers. Other: High resource costs, fairly capitol-centric, small resource boost to all forts.

Goguryeo is a mystical and prosperous land in the far east, on an extremely mountainous peninsula. The land is ripe with iron and copper but little else, and the people have become industrious, already having forged these materials for thousands of years in the middle age. The Goguryeo have learned to value high defensive measures and they only build large, nigh-impregnable fortresses, learn to defend their castles from siege, and send out spies to determine the strengths of their neighbors. They fish the seas daily and have become experienced sailors. The Goguryeo are expert archers and use composite, recurve bows and crossbows. They favor spears, martial arts and twin-sword techniques. They field some of the heaviest cavalry of any age and most wear heavy armor. Their mudang, or shamans, are cursed with various maladies. The Goguryeo court is populated with talented blacksmiths and astrologers. They hate demons and undead above all else.

I think this nation is far more balanced than the Qayan were when released (and, possibly, even now).

Most of the troops have good prot (14+) but aren't incredibly strong otherwise. However, the high resource costs prohibit very fast expansion.

They have four different priestesses, each bringing a path the national mages can't easily access, but the priestesses suffer from the 'Shinbyeong', the spirit sickness. In game terms they each have insanity 10, berserk 1, NNE, 50% chance to have a starting affliction, and diminished physical stats (7 base ap, hp, str, att, def, 4 base enc) but all have some level of healer and fortune-telling, 13 base mr and 15 base mor.

No recruitable sacreds but they have a number of strong sacred summons. Many of the more costly summons bring strong access to a path they would otherwise only have very weak access to (Earth, Nature and, to a lesser extent, Air.) Four of the summons are sacred dragons: physically, much weaker than the vanilla dragons but with very strong magic paths.

Pretty well-tested for errors, not as much for balance. Hopefully, releasing it will garner some provocative feedback.


To do:
National heroes
Sprites for Yong summons
Give credit to the Gold Dragon sprite artist
One more summon
Balancing, hopefully using feedback



-- ID numbers used

--weapons 870-879

--armor 315-317

--monsters 3619-3691 (Uncondensed, I will tighten it up at a later time. Likely, after I make the heroes and the final summon.)

--nametype 121-122 Vanilla only

--sites 811-813

--nation 90

--spell slots 16
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Last edited by kennydicke; May 7th, 2010 at 09:09 AM.. Reason: grammar
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  #2  
Old April 1st, 2010, 10:04 AM

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Default Re: MA Nation: Goguryeo, Smoke on the Water 0.1

Ahah! A preview graphic!

Excellent. With this, Jomon, Shangrila, Tienchi,.. got the makings of an asiatic war.
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  #3  
Old April 1st, 2010, 10:26 AM
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kennydicke kennydicke is offline
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Default Re: MA Nation: Goguryeo, Smoke on the Water 0.1

Sombre
Quote:
Ahah! A preview graphic!
I thought it was pretty good.

Quote:
Excellent. With this, Jomon, Shangrila, Tienchi,.. got the makings of an asiatic war.
That's a hope of mine. The Atreus and Jomon Broken mods could make good additions, too.
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Old April 1st, 2010, 10:27 AM

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Default Re: MA Nation: Goguryeo, Smoke on the Water 0.1

In fact perhaps I should start an asian war game with the asian nations combined in a mod. Best way to get detailed feedback.

I'm thinking the MA world with:

Jomon (moved to MA)
Shangrila
Goguryeo
Qayan
Tienchi (MA)

Jomon Broken potentially also.

Could also test pyg's combiner script in putting all these together.
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Old April 1st, 2010, 10:53 AM
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Default Re: MA Nation: Goguryeo, Smoke on the Water 0.1

Sombre
Quote:
In fact perhaps I should start an asian war game with the asian nations combined in a mod. Best way to get detailed feedback.
Sounds really cool. I do that kind of thing all the time on SP.

I don't really have input on the nations to use as I don't have an idea of what would be a balanced set-up. I've never played Shangrila - I'll do a search and check it out.

Quote:
Could also test pyg's combiner script in putting all these together.
I'm interested if it works well. I couldn't get the other to work for me (and I'm more comfortable editing by hand, anyway).


I have another mod that's finished except for balancing and sprites. I'm really hating doing these sprites because they aren't humans and I can't seem to get even one I like (trust me, my standards are very low).

Does anyone think it's worth it to release the mod without custom sprites, like my first one?
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Old April 1st, 2010, 10:57 AM

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Default Re: MA Nation: Goguryeo, Smoke on the Water 0.1

Oh it wouldn't be balanced. You need way more revisions to mod nations before they're balanced. But it would help with the balance of these nations, by providing strong feedback.

It would be best advertised as an experimental or 'casual' game.
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Old April 1st, 2010, 11:25 AM

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Default Re: MA Nation: Goguryeo, Smoke on the Water 0.1

I'll get more in depth later, but I wanted to point out real fast that the 2 rocket spells have no graphical component.
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Old April 1st, 2010, 12:07 PM
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Default Re: MA Nation: Goguryeo, Smoke on the Water 0.1

Radio_Star
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I'll get more in depth later, but I wanted to point out real fast that the 2 rocket spells have no graphical component.
Looks like I was trying to use a weapon flightspr - fixed.
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Old April 1st, 2010, 11:17 PM

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Default Re: MA Nation: Goguryeo, Smoke on the Water 0.1

Again, more detailed feedback is coming, but the Gukseon attack sprite has a black box behind it.
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