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February 24th, 2005, 04:24 PM
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Corporal
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Join Date: May 2004
Location: Strasbourg, France
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Re: A New Mod: Oglala Sioux
I am in love with this mod. I have not had a chance to try it out, but I am about to play a one on one against the Forestfull O'Elves mod.
As I said, I have not tested it, but I believe it may be overpowered. Nothing I can point a finger to, just a vibe I am getting.
By the way, are you planning to change the pictures for the shamen? Something with more feathers and less pyjamas? 
__________________
Wrath them 'till they glow, and arrow them in the dark.
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February 24th, 2005, 05:11 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: A New Mod: Oglala Sioux
Unfortunately there aren't many suitable graphics in the game. Maybe some recolored machakans, but that is hard as neither he or I have any artistic skills...
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February 24th, 2005, 07:07 PM
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Lieutenant Colonel
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Re: A New Mod: Oglala Sioux
Quote:
Yvelina said:
I am in love with this mod. I have not had a chance to try it out, but I am about to play a one on one against the Forestfull O'Elves mod.
As I said, I have not tested it, but I believe it may be overpowered. Nothing I can point a finger to, just a vibe I am getting.
By the way, are you planning to change the pictures for the shamen? Something with more feathers and less pyjamas?
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kisses!
I am not feeling the overpoweredness yet; the units look good, but it will take skill with a stealth nation to play them well -- they die to anything very quickly. I have to play them veeery differently to be competetive, like reyling on preaching and hit-n-run. Like I say, my worries are the summons being to powerful. As soon as your opponents get decent blood or death summons, however, you need to do some fancy footwork.
I would love to do more feathers and less pyjamas, but alas, I am a ninny with the pixelbrush. As I have written in the readme (PLEASE read it!), I am accepting graphical donations!
THanks for your feedback, looking forward to your testing results.
I think they should get their butt whipped by Forest of Loren. I bet a case of beer.
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February 25th, 2005, 02:34 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: A New Mod: Oglala Sioux
Very intriguing.
I'd worry about a charge of Black Templars, but summons might help hold them off; there's enough magic for some low-level summons in addition to the nationals. The sacred Crazy Horse Riders seem very interesting with a heavy air blessing to help them win archery duels, and are mobile enough that bringing them to the front shouldn't take too long. Hm.
Random thought: if you want to -force- the Crazy Horse-riding commanders to not wear armor (as the description suggests they won't) you could take away the body slot. That'd affect balance, of course.
Random note: One of the heroes (the CHR hero) still has a T'ien Chi name, at least in the version attached to the first post in this thread.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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February 25th, 2005, 07:44 PM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: A New Mod: Oglala Sioux
Nice mod also Tinktank  . Some very interesting ideas and your readme seems also like a lot of work  .
Maybe I even learn a bit about indian history . I have to admit that i don't know much about it , only a bit from playing EU 2  .
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February 26th, 2005, 09:48 AM
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Lieutenant Colonel
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Re: A New Mod: Oglala Sioux
Quote:
Taqwus said:
I'd worry about a charge of Black Templars, but summons might help hold them off; there's enough magic for some low-level summons in addition to the nationals. The sacred Crazy Horse Riders seem very interesting with a heavy air blessing to help them win archery duels, and are mobile enough that bringing them to the front shouldn't take too long. Hm.
Random thought: if you want to -force- the Crazy Horse-riding commanders to not wear armor (as the description suggests they won't) you could take away the body slot. That'd affect balance, of course.
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Hey thanks for the feedback.
1. Templars are overkill. Any Ulmish Black Plate makes mincemeat of the naked horsies. Ulm is my enemy.
2. Interesting idea.... I'll consider it, thanks!
Quote:
Taqwus said:
Random note: One of the heroes (the CHR hero) still has a T'ien Chi name, at least in the version attached to the first post in this thread.
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Good point! Changed.... Will update when I can... thanks!
Quote:
Boron said:
Nice mod also Tinktank . Some very interesting ideas and your readme seems also like a lot of work .
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Thanks! Yeah, it was a lot of work -- hope you enjoy!
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February 27th, 2005, 09:06 AM
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Lieutenant Colonel
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Re: A New Mod: Oglala Sioux
OK I hope to bring out a version 1.01 in a few days with some minor nerfings to a few units and 1 bugfix (TC name still in on one unit -- thanks Taqwus!).
One question: I want to do that suggestion you made, Taqwus, and remove the body slot from the Holy Chieftan. (Considered long and hard on that, since Black Elk makes specific reference to "Ghost Shirts" that he manufactured (about 3 dozen in all) for his own use as well as for distributing to friends, painted with holy paint and designed from a later minor vision -- but I think that these could be considered Shrouds of the Saint, or maybe even Shadow Robes, and Holy Chieftans dont need either of these, so I think you are right.)
But how do I do that? (How can I remove a body slot from them?)
Thank you.
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February 27th, 2005, 09:17 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
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Re: A New Mod: Oglala Sioux
#itemslots 14598
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February 27th, 2005, 11:19 AM
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Second Lieutenant
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Join Date: Apr 2001
Location: Modena, Italy
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Re: A New Mod: Oglala Sioux
Quote:
tinkthank said:
OK I hope to bring out a version 1.01 in a few days with some minor nerfings to a few units and 1 bugfix
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I'll happy to try and host it as soon as you release
good play
Liga
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February 28th, 2005, 09:06 AM
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Lieutenant Colonel
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Re: A New Mod: Oglala Sioux
Thank you very much.
I would like to add this update to Version 1.01 here, and would happy if you and others could host it.
I would like to thank everyone for their feedback so far. It was very helpful for generating this update.
This update mostly has NERFS -- I hope this meets with your approval.
Here are the changes:
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BALANCE
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NERFS:
- With only 1 exception, increased Encumberance of ALL recruitable units and all heroes by 1-3
- Reduced protection of Crazy Horse rider by 1
- Reduced Feathered Leather to Prot 4, retained Enc 1
- Holy Chieftan must ride naked (or with his Ghost Shirt): he no longer has a body slot
- Reduced HP of Oglala Raider by 2, reduced both Strength and Attack Rating of Oglala Raider by 1
- Decreased Defense of mounted Hunter and Foot-hunter by 1
- Increased Resource Cost of Oglala Warrior and Warrior Chieftan
BONI:
- Increased Strength of Oglala Warrior by 1, he now wears Ornamental Armor
- Holy Chieftain now has 1 natural Protection
- Warrior Chieftan, Elucidator of Traditions and the Master of Dream-Visions now have Charmed Feathered Leather, costs more resources
- Changed Magic Warpaint to Prot 5
- Chieftan now wears Ornamental Leather, costs more resources
OTHER:
- Changed Ornamental Leather to Prot 6, Enc 2
- Holy Chieftain and Crazy Horse Rider now have Magic Warpaint
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MISC
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- Added new authentic names, deleted a few embellished names; authentic name count now
approx. 200
- Crazy Horse, the Hero, no longer has a Tien Chi name
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NOTES
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- Still waiting for the ability to mod (negative) Fort Defense bonuses (penalties)
- Still waiting for the ability to mod patrol bonuses
- Hoping for the ability to mod awe ability with negative modifiers (weak awe: -2)
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