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  #61  
Old February 20th, 2007, 03:26 PM
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Default Re: New Mod: Blood Elves

First time I've played with this mod. Very nice; I am enjoying it.

My only comments -
1) having the hamadryads generate earth gems seems a bit much to me (my opinion).
2) it would be nice to have a national ritual spell that capitalizes on the whole reforestation / blood thing.

Good work!
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  #62  
Old February 20th, 2007, 09:35 PM
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Default Re: New Mod: Blood Elves

Quote:
1) having the hamadryads generate earth gems seems a bit much to me (my opinion).
Its nature gems. And only Hamadryads created from leaders produce them. As a solution I could dramatically lower the home province gem production. Although in none of my games as Blood Elves I had an unbalancing amounts of nature gems produced. Too few of my trees survive to produce them.

Quote:
2) it would be nice to have a national ritual spell that capitalizes on the whole reforestation / blood thing.
My head is in the Insectoid mod at the moment but if you have any ideas for the spell and if it doesn't clash with the concept I'll see about adding something like that.
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  #63  
Old February 22nd, 2007, 01:56 PM
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Default Re: New Mod: Blood Elves

Well, after I played it a bit more, the nature gems - as you stated - didn't seem that unbalancing. Most of my hamadryads ended up located in remote provinces, which would require either setting up a laboratory, or some circuit-rider commanders to go around and "harvest" the "hamadryad fruit". Which seems to fit in well with your theme.

I *did* end up compensating by setting blood-hunters where hamadryads were, and building laboratories there when I could afford them. That way my Pretender could easily pool their gems/virgins whenever.

Quote:
My head is in the Insectoid mod at the moment but if you have any ideas for the spell and if it doesn't clash with the concept I'll see about adding something like that.
Oh, how about:
- "Hatred of the Trees" - forests in enemy territories grow, and cause increasing unrest.
- "Bitter Fruit" - enemy units in friendly domains have a chance of horrormarking. Perhaps only in forest territories.
- "Forests Reborn" - forests grow in friendly domain. (still haven't played around with spell modding; but I assume that changing province attributes isn't possible anyway).
- Bind lesser horror. My mages are attracting horrors like flies in my test game; what better horror defense than a few tame horrors as guardians?


I also thought it might be an interesting idea to have a "sister" nation to the blood elves that was underwater.

At any rate, fun mod!
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  #64  
Old February 23rd, 2007, 12:26 PM
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Default Re: New Mod: Blood Elves

One more idea, possibly "doable", given the changes in the 3.06 patch:

- a revision of the "lifetime protection" item that generates during battle something demon-forest themed - like thorn trees (FROM HELL!), or angry roots from the ground.
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  #65  
Old March 26th, 2007, 07:08 AM
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Default Re: New Mod: Blood Elves

Version 0.21

Repriced everything. If you liked balance from previous version Do Not update.

Quote:
One more idea, possibly "doable", given the changes in the 3.06 patch:

- a revision of the "lifetime protection" item that generates during battle something demon-forest themed - like thorn trees (FROM HELL!), or angry roots from the ground.
Psientist, I'm finished with Stigian mod for now so I'll start playing with spell modding for this one and maybe I'll end up with something interesting (if I dont get distracted and start another mod).
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  #66  
Old March 26th, 2007, 06:04 PM
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Default Re: New Mod: Blood Elves

I'll watch with interest.
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  #67  
Old March 27th, 2007, 01:41 AM
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Default Re: New Mod: Blood Elves

Version 0.22

Maybe I'm just too tired but all I could come up with is an enhanced version of "Tangle Vines" and "Wild Growth" ("angry roots from the ground" of a sorts). It entangles plus banes (I added the damage for both together). Everything else is either impossible to do or is already in the game. Giving them "Bind lesser horror" is unthematic. I added the vines spell.
"Hatred of the Trees" is possible only without "forest growth" part. I'll just have to copy the "Blight" spell. Though when it hits it will be Blights description I imagine. No way to change that.
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  #68  
Old April 1st, 2007, 10:33 PM
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Default Re: New Mod: Blood Elves

I'm gonna give this Mod a whirl this week... looking forward to it. Jurri and I are gonna try an all-Amos-mod duel.
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  #69  
Old April 3rd, 2007, 10:34 AM
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Default Re: New Mod: Blood Elves

Version 0.23

Another attempt at balance:

-Archer and Light Rider prices raised;
-Some other prices lowered (Grotesque and Blood Chalice significantly).
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  #70  
Old April 3rd, 2007, 02:38 PM
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Default Re: New Mod: Blood Elves

Version 0.24

Found many small errors in description as well as in function.
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