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				March 17th, 2005, 06:13 PM
			
			
			
		  
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				General 
				
				
				
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				Re: Nation Mod Release: Gollarn
	
			 
             
			
		
		
		
		Great mod. 
Very innovative and unique. 
I immediatly fell in love with the depth mind. very very cool :   
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				March 17th, 2005, 07:18 PM
			
			
			
		  
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				Lieutenant Colonel 
				
				
				
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				Re: Nation Mod Release: Gollarn
			 
             
			
		
		
		
		Great mod, great feel! Truly original. Nice! 
 
- I think this would be thematically even cooler: Let the burrower be able to burrow underground: it could have stealth 30 (that is: never be found, basically, except by freak chance); however, reduce their protection down to 6 or 8 at most -- they dont wear armor (obviously!), because not only is it nearly impossible to armor such a beast but because when burrowing, they would whiddle it away in moments. Give it 70 HP or so. Reduce Morale to 14. I think they should cost a bit more. You could even do this: "When these beasts become seriously injured, they return to their underground caverns to nurse their wounds in the darkness, contemplating their revenge upon the creatures of light." -- in other words, they could have recuperation (when stealthy, which doesnt work currently, but you get the idea). Ideally I could also picture them as blind, but with a new weapon, Worm Bite, which has decent attack to make up for that.  
- The assassin needs to have stealth 10 or 15 maximum 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				March 17th, 2005, 07:41 PM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: Nation Mod Release: Gollarn
			 
             
			
		
		
		
		
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				tinkthank said: 
Great mod, great feel! Truly original. Nice! 
 
- I think this would be thematically even cooler: Let the burrower be able to burrow underground: it could have stealth 30 (that is: never be found, basically, except by freak chance); however, reduce their protection down to 6 or 8 at most -- they dont wear armor (obviously!), because not only is it nearly impossible to armor such a beast but because when burrowing, they would whiddle it away in moments. Give it 70 HP or so. Reduce Morale to 14. I think they should cost a bit more. You could even do this: "When these beasts become seriously injured, they return to their underground caverns to nurse their wounds in the darkness, contemplating their revenge upon the creatures of light." -- in other words, they could have recuperation (when stealthy, which doesnt work currently, but you get the idea). Ideally I could also picture them as blind, but with a new weapon, Worm Bite, which has decent attack to make up for that.  
- The assassin needs to have stealth 10 or 15 maximum  
			
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 Maybe I could make it two units, a burrower with armour plates for war (like the current one), and one more like the wild burrowers you describe. One problem with your burrower design though, they need a 30 stealth commander to make use of the stealth (and you already didn't like the master hunter's stealth...). Also, I feel they might end up competing with, rather than complementing the current gollarn stealth forces.
 
@izaqyos: Thanks    
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				March 18th, 2005, 11:22 AM
			
			
			
		  
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				Re: Nation Mod Release: Gollarn
			 
             
			
		
		
		
		
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				quantum_mechani said: 
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				tinkthank said: 
Great mod, great feel! Truly original. Nice! 
 
- I think this would be thematically even cooler: Let the burrower be able to burrow underground: it could have stealth 30 (that is: never be found, basically, except by freak chance); however, reduce their protection down to 6 or 8 at most -- they dont wear armor (obviously!), because not only is it nearly impossible to armor such a beast but because when burrowing, they would whiddle it away in moments. Give it 70 HP or so. Reduce Morale to 14. I think they should cost a bit more. You could even do this: "When these beasts become seriously injured, they return to their underground caverns to nurse their wounds in the darkness, contemplating their revenge upon the creatures of light." -- in other words, they could have recuperation (when stealthy, which doesnt work currently, but you get the idea). Ideally I could also picture them as blind, but with a new weapon, Worm Bite, which has decent attack to make up for that.  
- The assassin needs to have stealth 10 or 15 maximum  
			
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 Maybe I could make it two units, a burrower with armour plates for war (like the current one), and one more like the wild burrowers you describe. One problem with your burrower design though, they need a 30 stealth commander to make use of the stealth (and you already didn't like the master hunter's stealth...). Also, I feel they might end up competing with, rather than complementing the current gollarn stealth forces. 
  
			
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 First of all, sorry: I should have said that I imagine the Burrower to be a *commander* (with 0 leadership and 0 slots, like the Vastness), I imagine single pricey huge lurking underground beasts burrowing around, lonesome and strange. 
I didnt like the Assassin's 30 stealth only because he is an assassin. The Worm, when Burrowed, won't be doing anything but recuperating, lurking, or eating rocks; he wont be killing people.  
I love the idea of a burrower, but since dom2 doesnt support a WarcraftIII-like "Burrow" command (quelle surprise!), I think giving it high stealth would be the next best thing. 
 
Anyhow, it is YOUR mod, so you do what YOU want! (I just thought this would be a spicy enhancement to your already excellent idea, and anyhow I cannot imagine putting armor of any kind on a 90 foot burrowing worm.)  
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				March 18th, 2005, 02:57 PM
			
			
			
		  
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				Re: Nation Mod Release: Gollarn
			 
             
			
		
		
		
		
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				tinkthank said: 
 
First of all, sorry: I should have said that I imagine the Burrower to be a *commander* (with 0 leadership and 0 slots, like the Vastness), I imagine single pricey huge lurking underground beasts burrowing around, lonesome and strange. 
I didnt like the Assassin's 30 stealth only because he is an assassin. The Worm, when Burrowed, won't be doing anything but recuperating, lurking, or eating rocks; he wont be killing people.  
I love the idea of a burrower, but since dom2 doesnt support a WarcraftIII-like "Burrow" command (quelle surprise!), I think giving it high stealth would be the next best thing.  
 
Anyhow, it is YOUR mod, so you do what YOU want! (I just thought this would be a spicy enhancement to your already excellent idea, and anyhow I cannot imagine putting armor of any kind on a 90 foot burrowing worm.)  
			
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 Ah, now I see what you're suggesting. That could work, though I had already imagined that the burrowers were quite simple minded and not really capable of doing anything useful on their own. Maybe I would add a different burrowing creature to fit the niche. As for the armour, since there are many very large creatures leaving bones in the caverns, I assumed finding some to plate the burrower in would not be that hard (also the high resource cost accounts for this, though I could make it 100 or something, and lower the gold price). The assassin is only +25 stealth, but I will think about taking it down to 15-20. Anyway, thanks for your input.  
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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				March 18th, 2005, 03:16 PM
			
			
			
		  
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				Re: Nation Mod Release: Gollarn
			 
             
			
		
		
		
		I just wanted to comment... 
WOW Enslave Mind is a hoot.  I think those commanders are rather undercosted.   
I'm kind of 'meh' on the rest of it, though... their troops aren't exactly the best in the world.  
		
	
		
		
		
		
		
		
			
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				Scott Hebert 
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				March 18th, 2005, 03:38 PM
			
			
			
		  
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				Re: Nation Mod Release: Gollarn
			 
             
			
		
		
		
		
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				Scott Hebert said: 
I just wanted to comment... 
 
WOW Enslave Mind is a hoot.  I think those commanders are rather undercosted.   
 
I'm kind of 'meh' on the rest of it, though... their troops aren't exactly the best in the world.  
			
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 By 'meh' do you mean the price? Because in my (biased) opinion they have more troop variety than the average nation. I have noticed that many mods tend to come out far over powered, so I wanted to reverse this trend and make a nation that starts conservatively and work up from there. The spirit walker may well be underpriced, if it were possible I would make a lot more gollarn units capital only.  
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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