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  #1  
Old May 6th, 2007, 03:15 AM

Sombre Sombre is offline
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Default Arga Dis, Blood and Bronze - NEW VERSION 1.4

PREVIEW IMAGE



-- version 1.4

-- FIX - Just shuffled around IDs to make this conflict free with Warhammer MA, CBM, Endgame Summons, FW Thugs


-- version 1.35

-- FIX - sorted out bug with urtyr shaman summon


-- version 1.3

-- CONTENT - Added "Bray of the Urtyr" spell

-- CONTENT - Added Urtyr shaman and troops as blood summons

-- TWEAK - Slightly upped companion protection - leather cuirass to hauberk

-- TWEAK - Recosted some commanders and troops slightly

-- TWEAK - Tweaked Myrmidon description.

-- TWEAK - Helgrot scout brought to stealth 10 in line with other scouts

-- TWEAK - Gilgan fear, berserk and cost reduced slightly.

-- TWEAK - Blackwing riders got scale mail hauberks to make them more useful and accentuate the foreign influence on them

-- TWEAK - Blood Wind pretender removed. I never liked it.


-- Version 1.2

-- FIX - Argan myrmidon captain's move to be the same as his troops

-- FIX - Apparently weapon 57 was sickle, not hoof. Hoof is 56. Fixed.

-- FIX - Hoof attacks on sworn companion and blackwing changed to non str based horse hoof attack id 56

-- TWEAK - No more misborn starting scout. Now they get a nice helgrot scout instead.

-- TWEAK - Misborn are now younger, with lower maxage.


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


UPDATE TO 1.1

Very minor fix here. I messed up the mr on some units, so now I've sorted that out. I also added a bit of gold cost to the augurs, so you have to pay them upkeep. Not much though.


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

UPDATE TO 1.0

Fixed price error for Harpy.
Reduced cost of Augurs.
Some other tweaks (primarily resource cost corrections. Now Arga is more of a sloth nation, befitting their lack of armour.)


UPDATE TO 0.9

Added a harpy blood summon
Added an Augur mage blood summon
Tweaked many a stat


UPDATE TO 0.8

This update addresses some balance issues, fixes a bug or two I recently spotted and gives the Argans a fine pretender selection, including a new national one, the Blood Wind.


UPDATE TO 0.7

This is a small update fixing numerous bugs in the previous version. Sorry about that, but it's worth downloading this, trust me.

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

VERSION 0.6 ATTACHED

Includes a whole bunch of stuff. Couple of new recruitables, changed values, moved to the middle era rather than early, 3 national heroes.


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

A society which venerates war and bloodshed. Their city nation watched over the imprisoned Gilgan blood giants. Following a terrible war it seemed Arga would be razed and forgotten, a terrible fate for a once glorious nation. In their darkest hour the Argans turned to the blood giants and swore an oath in exchange for power that would allow them to save their city and slay their foes. The Gilgan's were freed and not only fought the enemies of Arga but gave a 'gift' to those who swore loyalty to them. This gift was a glimpse of the afterlife, of Dis, a terrible place of brutal conflict where the strong reigned. The newly sworn Argans turned to their foes as changed men and fought like devils, finally defeating them and saving their city. Now Arga is a changed city, more brutal and violent than ever, more focused on slaughter and glory. It is effectively ruled by the Gilgans and with the coming of God they have turned their attentions to the surrounding lands.

Strengths:
1. Truly elite infantry
2. Frightening shock cavalry
3. Effective Haimgrot blood hunters
4. Thuggable Gilgans
5. Magical diversity via Augur summon

Weaknesses:
1. Spears are poor against high protection
2. Gilgans and Companions cap only and expensive
3. No preaching
4. Lack good missile weapons
5. True elite aren't sacred

Note: Sworn Brothers and Sworn companions fight on after death in a temporary 'mortally wounded state'.
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Last edited by Sombre; April 15th, 2010 at 11:27 AM..
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  #2  
Old May 6th, 2007, 03:23 AM
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Default Re: Arga Dis, Blood and Bronze

I have been waiting for this one. I will give it a go tomorrow
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Old May 6th, 2007, 05:35 AM
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Default Re: Arga Dis, Blood and Bronze

Yaaay, been waiting for this, it'd better be good *shakes fist*
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Old May 6th, 2007, 06:02 AM
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Default Re: Arga Dis, Blood and Bronze

Two quick things, one I think the shield bash does too much damage, if being stabbed by a spear does +3 then shouldn't being bashed back by a shield do a bit less then +0?

Just my opinion, think on it, oh and the Argan Hoplites have a white spot on their shield, lol, dunno why I noticed that looked out of place to me.

their kinda hard to manage with their most expensive troops not being sacred, goldwise I mean, it's challenging to play, I love it!
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Old May 6th, 2007, 06:40 AM

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Default Re: Arga Dis, Blood and Bronze

I might well tone down the shieldbash - right now it lets them kill light infantry a bit too fast. Maybe give it another -1 to attack and drop the damage by a few points.

They're definitely supposed to be a nation where keeping a large army of your elites is impossible. Since they have powerful blood magic and an efficient bloodhunter they can go for an upkeep free blood summon army to go alongside their super-elites.
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Old May 7th, 2007, 04:07 AM
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Default Re: Arga Dis, Blood and Bronze

oh, wait, I thought of this the other night, it really depends on what you mean by "shield Bash" do you mean like, they are fighting with their spears and as they are doing that, using their shield to bash them one handed, if so than I think you should keep it the way ti is, although perhpas take some parry off it, considering they'd be flining their shield around as a weapon rather than blocking.

However, if you meant it as the way say, 300 did it with the line of sparatans and sort of bashing them back in line, I think you should take a bit of damage off it at least.

Um, did you understand the way I explained it? sometimes I'm bad at explaining things, sometimes, heh, most times.
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Old May 25th, 2007, 03:10 AM

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Default Re: Arga Dis, Blood and Bronze

Updated to v.04.

Awaiting feedback / suggestions. I'd be happy to add a couple more units or spells if anyone has any ideas.
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Old May 25th, 2007, 07:00 PM
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Default Re: Arga Dis, Blood and Bronze

I looove the Oathsworn, I just mass them! they are, the best!!!
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Old May 29th, 2007, 04:56 PM

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Default Re: Arga Dis, Blood and Bronze

Awesome mod. The graphics are great.

From a gameplay perspective I *really* like your PD. I wish ever nataion had PD like that.
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Old May 29th, 2007, 07:59 PM

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Default Re: Arga Dis, Blood and Bronze

I wonder if you can guess what my main comment about the commanders is...

They need a decent recruitable-anywhere mage!

Now, I know this is a combat-oriented nation, and blood magic is their main magical strength. But still, this is early age, and most nations have powerful recruitable-anywhere mages. The Misborn are very expensive for a very low probability of being useful. I would say they are a little less good than vaetti hags (I would rather have S1 than F1), and twice the price. And the vaetti are LA.

How about making them 100% (FEDB _+2_), with an additional 40 or 50% (FEDB +1). So because the change of the second pick being complimentary is small, they are basically normally just a level two wizard in one of those paths. Level two isn't bad, but they'd still be magically very weak. It's really hard to build a strategy around mages which are so random - what do you research?

I'm not sure if this is the best solution really, but I think definitely they need a really considerable buff. Obviously they should remain a relatively magic-weak nation, because they are exceptionally strong in combat, and because it fits their theme. But many other EA nations are also very strong in combat and have excellent magic - look at Niefelheim, for instance. And at the moment they are off-the-scale weak.

I said I would comment on the commanders - but apart from the Misborn I think everything is just how it should be. There's an interesting range of nice commanders, they all have a place and all their graphics are great. An excellent line-up, I'd say.
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