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June 23rd, 2004, 04:35 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: New Barbarian Kings mod
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Originally posted by tinkthank:
Yes, that makes sense.
I still would go for lesser fear on the barbarian warriors (fear -3) -- I can't think of a reason why they should be *that* much more fearsome than a standard necromancer -- and fear +0 on the Khan -- that's still pretty fearsome, about as fearsome as some pretenders, and he has *very* easy access to a Helm of Horror.
No, you probably would not want a handful of berserk horsemen facing off a superior force, but I think it may fit thematically, and it would also cause you to make sure that those horsemen are watched well. Also, I think it might make sense -- they will fight to the death no matter what. Of course, I am talking about lesser beserk here (say, -2 or so), so there is no guarantee.
But perhaps +1 morale would do the job as well -- although the heavier Version already has 12 morale, which is very decent for a non-sacred troop.
Alternatively, what about this, a new unit, a swarthy two-handed-sword-wielding unit with decent morale (11), lowish protection and the lesser berserk ability?
I didnt mean a stealthy mage, I meant a stealthy priest (the ceremony master). But I think you are right -- perhaps this doesnt make sense thematically.
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I might take the cause fear down another level, since I suppose it makes a fear check every time someone attacks a horsemen in melee. Finding a new unit to add is difficult, since I was under the impression that the mongolians used only horsemen and troops from conquered lands.
There are some neat ideas regarding Barbarian Kings that cannot be implemented with modding at the moment. For instance, one idea of Zen's I liked very much, having horesmen and khans spawn automatically, perhaps realated to pillaging.
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Thanks once again for all your effort!
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A mod without new graphics is really quite easy; nontheless it's nice to know someone else is actually using the mod .
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June 23rd, 2004, 04:55 PM
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General
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Join Date: Nov 2000
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Re: New Barbarian Kings mod
Quote:
Originally posted by quantum_mechani:
I might take the cause fear down another level, since I suppose it makes a fear check every time someone attacks a horsemen in melee.
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I believe that it actually takes place when the fearsome unit begins its turn, as the fear effect is a radiating aura like a cold aura, or the standard effect.
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June 24th, 2004, 03:52 AM
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Lieutenant General
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Re: New Barbarian Kings mod
Quote:
Originally posted by Graeme Dice:
quote: Originally posted by quantum_mechani:
I might take the cause fear down another level, since I suppose it makes a fear check every time someone attacks a horsemen in melee.
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I believe that it actually takes place when the fearsome unit begins its turn, as the fear effect is a radiating aura like a cold aura, or the standard effect. Ah, I was under the impression it worked like awe. So does a higher fear rating make the area larger, make it harder to resist, or both?
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June 24th, 2004, 04:48 AM
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Re: New Barbarian Kings mod
Quote:
Originally posted by quantum_mechani:
Ah, I was under the impression it worked like awe. So does a higher fear rating make the area larger, make it harder to resist, or both?
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Both. For normal fear, the area is the fear rating is grid squares. Every five points of feaer make the morale check one harder.
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June 24th, 2004, 09:32 AM
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Lieutenant Colonel
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Join Date: Jan 2004
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Re: New Barbarian Kings mod
I didnt know that; I thought that every 1 point of fear made the check 1 harder (but I suppose that would be too tough).
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