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  #1  
Old March 16th, 2005, 09:48 PM

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Default Re: Nation Mod Release: Gollarn

Quote:
The_Tauren13 said:
So, it appears the only reason to ever buy a depth diver is to GoR it...
I actually toned them down a lot based on feedback from my mod concept thread. They have high MR, and resist everything, I think with a few buffs cast by mages they could be a force to be reckoned with all the way to the late game. They were originally sacred, I could put that pack on if everyone agrees they are not worth it as they stand.
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  #2  
Old March 16th, 2005, 10:05 PM
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Default Re: Nation Mod Release: Gollarn

Sacred would be good; then you could get them an air bless effect so they quit dying to anything with a projectile...

Watcher of the Depths is lifeless? Why?
Bat Rider's sling is pretty useless...
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  #3  
Old March 16th, 2005, 10:13 PM

quantum_mechani quantum_mechani is offline
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Default Re: Nation Mod Release: Gollarn

Quote:
The_Tauren13 said:
Sacred would be good; then you could get them an air bless effect so they quit dying to anything with a projectile...

Watcher of the Depths is lifeless? Why?
Bat Rider's sling is pretty useless...
I have no idea how they ended up as lifeless, I'll remove it in the next version. The bat rider's sling is mostly useless, but it gives more versatility with orders.
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Old March 16th, 2005, 10:30 PM
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Default Re: Nation Mod Release: Gollarn

Also, he's not stealthy, but that may have been intentional. So, if he spends all his time watching stuff, he should have good eyes, right Then why is his precision lower than the other units?
The raider seems kind of weak. They sure pack a punch, but die alarmingly quickly. Maybe you could increase their stealth a bit to give them a better niche use.

Well, everything seems to be fairly well-priced (except Im still not sure about the Depth Diver) after playing a quick test game. Its difficult to say how much the clayformer, spirit walker, and burrower are really worth, what with their cool unusual abilities (very intriguing ), but I think youve done a good job.
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Old March 16th, 2005, 10:47 PM

quantum_mechani quantum_mechani is offline
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Default Re: Nation Mod Release: Gollarn

Quote:
The_Tauren13 said:
Also, he's not stealthy, but that may have been intentional. So, if he spends all his time watching stuff, he should have good eyes, right Then why is his precision lower than the other units?
The raider seems kind of weak. They sure pack a punch, but die alarmingly quickly. Maybe you could increase their stealth a bit to give them a better niche use.

Well, everything seems to be fairly well-priced (except Im still not sure about the Depth Diver) after playing a quick test game. Its difficult to say how much the clayformer, spirit walker, and burrower are really worth, what with their cool unusual abilities (very intriguing ), but I think youve done a good job.
I took off the stealth and prec. for Watchers because they are supposed to be quite old (the way crones of avalon lose stealth that mothers of avalon have). I think it might be good to idea to give raiders a slight boost, either make them 9 gold or have better stealth. Thanks for your balancing help.
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Old March 16th, 2005, 11:11 PM
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Default Re: Nation Mod Release: Gollarn

The master hunter may need some toning down. Stealth +25 for an assassin is
a bit over the top, and the armour piercing daggers make him quite deadly
even against armour.

As for the clayshapers, I wonder how that will turn out. I know that in all
my games there comes a point where cash is meaningless. Being able to buy
a gem generator for 400 gold, and get a modest researcher... it's probably OK.

They have a great researcher, but I cannot think how he could be used in battle.
As a matter of fact, I think this nation is a bit light on battlefield mages.

All in all, I do not think the race is overpowered, but I would sure hate to
piss off anyone who can get assassins like this for 90 coins.
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  #7  
Old March 16th, 2005, 11:28 PM

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Default Re: Nation Mod Release: Gollarn

Quote:
Tuidjy said:
The master hunter may need some toning down. Stealth +25 for an assassin is
a bit over the top, and the armour piercing daggers make him quite deadly
even against armour.

As for the clayshapers, I wonder how that will turn out. I know that in all
my games there comes a point where cash is meaningless. Being able to buy
a gem generator for 400 gold, and get a modest researcher... it's probably OK.

They have a great researcher, but I cannot think how he could be used in battle.
As a matter of fact, I think this nation is a bit light on battlefield mages.

All in all, I do not think the race is overpowered, but I would sure hate to
piss off anyone who can get assassins like this for 90 coins.
I'm not that worried about the master hunter, a few bodyguards will take care of him, unless he is equipped, at which point his built in weapons don't matter as much. I will also be interested to see how the clayformer will work out in a long game. BTW, what do you consider their great researcher?
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  #8  
Old March 16th, 2005, 11:45 PM
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Default Re: Nation Mod Release: Gollarn

Almost forgot to mention: theres a typo for the gollarn guard: his 2nd sprite is entered as "./gollarn/gollarngaurd.tga" when it should be "./gollarn/gollarnguard.tga", causing the game to crash when you watch a replay where it attacks something.
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Old March 16th, 2005, 11:51 PM

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Default Re: Nation Mod Release: Gollarn

Quote:
The_Tauren13 said:
Almost forgot to mention: theres a typo for the gollarn guard: his 2nd sprite is entered as "./gollarn/gollarngaurd.tga" when it should be "./gollarn/gollarnguard.tga", causing the game to crash when you watch a replay where it attacks something.
Ah, thanks for catching that.
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  #10  
Old March 17th, 2005, 12:31 AM
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Default Re: Nation Mod Release: Gollarn

The Bat Riders really need a commander to excercise their full potential, and it would be nice to have a Guard Commander without stealth but with armor. Dunno if its possible to add new commanders with the modding tools, though, as Ive never done any modding...

The PD is about as worthless as that of Machaka... even worse if the enemy has any ranged units. At least it does get a mage at 20, though.
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