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  #1  
Old February 20th, 2004, 09:51 PM
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Uh-Nu-Buh Uh-Nu-Buh is offline
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Default Re: Black Company Mod

I think I was trying to wrap the leaders up into one tidy package, making the Black Captain be both hedge wizard and Leader. I will add a hedge wizard that is fire 1 and random 1.

As far as The Lady and Soulcatcher--The Lady would be one of the Pretenders, as would The Dominator. I am unsure of how to do new pretenders. Soulcatcher, otoh, is too subtle to do well. I was thinking of doing her as a mage-succubus type, with her units being succubi as well. That would simulate "taking" in that she and her minions could turn enemy leaders.... Maybe make them stealthy and assassins, and during assassinations turn the enemy leaders? And very expensive....

One Eye and Goblin are problems in and of themselves. They are extremely powerful hedge wizards that keep their power under wraps so as not to draw the attenton of the Taken--they don't want to be taken themselves. They are also very subtle. And adding them would mean even more Hero units, in an already hero top-heavy mod!! Maybe that would be a good thing.
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Old February 20th, 2004, 10:41 PM

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Default Re: Black Company Mod

Ack! A Black Company-inspired mod WITHOUT Soulcatcher? A travesty! An absolute, utter, complete travesty.

She's a hero with lots of astral magic, and probably death thrown in there, too. Give her the Abboleth's 'enslave soul' attack. To make her faithful to the book you'd have to throw in regen and immortal, but you're starting to talk about something really ridiculously nasty now. At least there's no reason to give her physical stats above those of a common soldier.

Of course, when you try to make a cult-favorite like Black Company, somebody's bound to disagree with your interpretation. No help for it.
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Old February 21st, 2004, 01:11 AM

Coffeedragon Coffeedragon is offline
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Default Re: Black Company Mod

As you get the Heroes for free, won´t this Mod be vastly over-powerful?
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Old February 21st, 2004, 01:39 AM
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Default Re: Black Company Mod

Maybe force Luck -1 to ensure that hero units arrive slowly...and that bad things happen (or the Rebel).
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Old February 22nd, 2004, 02:58 AM

Peter Ebbesen Peter Ebbesen is offline
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Default Re: Black Company Mod

Quote:
Originally posted by Coffeedragon:
As you get the Heroes for free, won´t this Mod be vastly over-powerful?
Any mod that tries to be faithful to the heroes (and Villains, if you can tell the difference) of the Black Company will be vastly powerful per definition.

Just need to add the Dominator as a pretender with a standard attack of, hmm. Master Enslave to be thematic (and possibly the corresponding Astral Magic to survive the fatigue ), and it should be done.

Nah, that is one good reason for leaving the Dominator out of the pretender selection.
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Old February 21st, 2004, 09:53 PM

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Default Re: Black Company Mod

Quote:
Originally posted by Peter Ebbesen:
quote:
Originally posted by Coffeedragon:
As you get the Heroes for free, won´t this Mod be vastly over-powerful?
Any mod that tries to be faithful to the heroes (and Villains, if you can tell the difference) of the Black Company will be vastly powerful per definition.

Maybe you should split it into two nations. One for the Black Company : good troops and good heroes. One for the Empire : average troops and amazing heroes.

They weren't always on the same side.
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Old February 21st, 2004, 09:57 PM
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Default Re: Black Company Mod

Quote:
Originally posted by Catquiet:
quote:
Originally posted by Peter Ebbesen:
quote:
Originally posted by Coffeedragon:
As you get the Heroes for free, won´t this Mod be vastly over-powerful?
Any mod that tries to be faithful to the heroes (and Villains, if you can tell the difference) of the Black Company will be vastly powerful per definition.

Maybe you should split it into two nations. One for the Black Company : good troops and good heroes. One for the Empire : average troops and amazing heroes.

They weren't always on the same side.

Now that sounds as an idea.
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