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  #71  
Old June 4th, 2008, 05:29 AM
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Agrajag Agrajag is offline
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Default Re: The New Hinnom Nation

Maybe you should make Gath's hero events have a requirement of at least Luck -2 so there'll be no heroes with Luck -3
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  #72  
Old June 4th, 2008, 12:36 PM
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Default Re: The New Hinnom Nation

Gath has a multihero, and an event that generates the same multihero (much the same as a priest with a group of militias).

No nation can get normal heroes with misfortune 3. If you do there is something weird with your game. The mechanic is widely known and has been since dom-ppp: 3 percent +/-1 percent per scale step.

Johan is a bit wrong on the hero limit. It was increased and there are no events in Hinnom that generates normal heroes. THe Gath hero event is to make sure they get a lot of these quasi-prophets/heroes.
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  #73  
Old June 4th, 2008, 12:39 PM

Kuritza Kuritza is offline
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Default Re: The New Hinnom Nation

Just ran a few tests with turmoil-luck for Gath, and all I got were there holy-2 self-made human priests...
Dice dont like me.
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  #74  
Old June 4th, 2008, 06:20 PM
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Default Re: The New Hinnom Nation

I ran a fair number of turns with six female Hinnom priests in the capital and Luck-2, Life-1, and didn't get any special events. I'm not sure what I'm fishing for, if anything.
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  #75  
Old June 4th, 2008, 06:50 PM
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Default Re: The New Hinnom Nation

I think there are 7 (or so) tainted offspring of the Grigori. They all have titles like Son of, they look like heros but you may get them via certain special events.
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  #76  
Old June 5th, 2008, 12:56 AM

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Default Re: The New Hinnom Nation

Hmmm... interesting.

Well, sometimes scales unlock things.

Try +3 +2 +4 +1 X -2

Start with 10 territories or so. Run it for 30-40 turns see what you get. Now I'm *Really* curious.

You know what would be cool and self limiting?
heros that only appeared with an unluck scale = )
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  #77  
Old June 7th, 2008, 11:36 PM

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Default Re: The New Hinnom Nation

hah i had the great idea to make a big army of those giants that eat your population. they killed everything i sent them against but at the time i had forgotten that they ate the population. So when i tried to build the smaller giants they all starved. It was pretty much liking fighting the dominion of late age ermor.
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  #78  
Old June 8th, 2008, 12:08 AM

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Default Re: The New Hinnom Nation

Quote:
Alderanas said:
hah i had the great idea to make a big army of those giants that eat your population. they killed everything i sent them against but at the time i had forgotten that they ate the population. So when i tried to build the smaller giants they all starved. It was pretty much liking fighting the dominion of late age ermor.
Yeah, I was just experimenting with the Himmon. I wasn't paying enough attention to the population eating and ended up with a depopulated capital. It doesn't matter, though--against the standard AI I so overwhelmed it that the game is near victory without my ever attacking any AI, only the independents. Against 9 AI's I took something like a quarter of the total map--and nobody took the water at all so I really had well over a quarter. I put very heavy PD on all border provinces, once the borders were drawn I recruited nothing but mages for research and a few priests to build temples.

One AI fell to another one, of the 8 that remained I've popped 6 by dominion and lost only three provinces during that time. (And one of those doesn't really count--it was vacant, I took it with a priest. An AI cast Ghost Ship Armada, the armada attacked.)
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  #79  
Old June 8th, 2008, 02:09 AM

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Default Re: The New Hinnom Nation

It's been mentioned before, but if you want to up the AI difficulty a notch try Edi's Better Independents mod, which prevents the AI from recruiting most independents. The AI does better when it's recruiting national troops, not hordes of useless indies. Some indies are of course an exception.

-Max
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  #80  
Old June 8th, 2008, 05:26 AM
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Default Re: The New Hinnom Nation

The mod is not available currently. A better version will be available soon.
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