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  #1  
Old June 9th, 2004, 02:06 AM

Slygar Slygar is offline
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Default Re: Exalted Mod

yikes... a 10 pick mage

Sounds cool though.
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  #2  
Old June 9th, 2004, 02:15 AM

Scott Hebert Scott Hebert is offline
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Default Re: Exalted Mod

Well, 8-pick + Holy-2 Priest. But rather, yeah. All but the appropriate 'priest' Caste of each type of Exalted will probably only be Sacred, but still, they're supposed to be the most powerful Mages.

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  #3  
Old June 9th, 2004, 03:40 AM

Duncanish Duncanish is offline
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Default Re: Exalted Mod

First off, the mod sounds damn good. Exalted has turned into my favourite WW setting, since it has nothing to do with the WoD stuff (even though they hinted at it in all the advertisements). I'm also looking forward to see the sprites you use.

Second, I definitely think you should use your first idea, one nation per rather than the different regions. You'd probably end up with several nations with repeat units (like Lookshy and the Realm). A 10-pick mage does sound a bit staggering, but it's also appropriate. I'm a bit conflicted on that part. Also: Sidereals. How are you going to mod the "masters of fate" portion? All having Luck?
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  #4  
Old June 9th, 2004, 06:53 AM

Blitz Blitz is offline
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Default Re: Exalted Mod

Quote:
Now, a separate question for everyone, as this pertains to 'balance'. How much would you charge for a FSHH?????? mage? I figure somewhere in the 450-500g range. This would be the 'big draw' of the Solar Twilights.
While such a mage would be easy prey in MP due to magic deul, I would caution you against including such a powerful unit. However, there are guidelines and you can extrapolate to get a rough idea what you should charge for the unit.

Quote:
Mages, first path
Lvl 1: +30
Lvl 2: +90
Lvl 3: +150

second path
Lvl 1: +20
Lvl 2: +60
Lvl 3: +100

third path
Lvl 1: +10
Lvl 2: +30
Lvl 3: +50
I calculate your unit like this:

Base leader cost = 50 gold
First path - 6 random = 300 points
Second and third paths = 30 points
Priest level 2 = 20 points

So 400 points, 600 if it's sacred... but I'd advise against sucha unit in a mod. Up to you though.
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Old June 9th, 2004, 09:36 AM

Tris Tris is offline
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Default Re: Exalted Mod

To get the flavour right Exhalted need to be able to deal with TONS of normal troops, without special equipment. I'd suggest lowering the power of all the infantry units, and making those multi-path spell casters powerful fighters as well.

Could easily be an unbalanced mod, but I think it would be fun.

One problem I can see is that Solar exhalts are supposed to be just reemerging, and mainly sneak around because there are just SO many Terrestrial Exalts that known Solars are hunted (just not as much as they used to be).
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  #6  
Old June 10th, 2004, 01:11 AM

Pickles Pickles is offline
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Default Re: Exalted Mod

On the subject of mages, Tien Chi have a 10 pick mage in Summer & Autumn FAWWSHHH?? who is sacred, flies and costs 250 gold. He is their schtick though.
They also have a master of 5 elements who gets a ? from the 4 plus N like your proposal.
I dunno about modding but can you look to see how they did that one?

Pickles
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  #7  
Old June 9th, 2004, 02:16 PM
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Vicious Love Vicious Love is offline
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Default Re: Exalted Mod

Pshaw, game balance is for the weak and sickly.
Even in the age of the Ascension Wars, the Exalted weren't MEANT to be balanced, and doing this to them seriously impairs their style.
Go overboard. Then make the Exalted nation a theme which costs 800 or so points, ensuring only impossible difficulty AI, players in insanely high point value modded games, etc. actually get to play them*.
Nothing quite as fun as having 16 player-controlled nations go up against one Exalted nation(Probably also player-controlled) in a desperate bid to make the world a saner, not quite so manga-Earthdawn-mock-WoD place. Y'know, Paradigm Shift(TM) or whatever.
Besides, if you absolutely must make them a balanced nation like any other, you could always give them an "Exalted --" theme*, and come up with some cliched explanation about how nobody believes in fairies anymore, and so the Exalted aren't anywhere near the 800 point special-scenario-or-ubernation-only juggernaut they once were. Either make them weaker, or weaken an existing, mere mortal nation and compensate by giving them the mostly-endgame-related wildcard that is the Exalted, as insanely expensive capitol-only commanders, or high gem cost national summons, with upkeep.
Go on, you know you want to.


* Well, not a theme, those aren't actually moddable yet... just make each of their pretender Chasses cost base cost+800 points.

** OK, not a theme. You get the idea.
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