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  #1  
Old March 18th, 2005, 11:38 PM

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

Quote:
Scott Hebert said:
I don't use Pangaea's stealth troops.

Pangaea (base): Revelers or (more normally) Maenads.
Pangaea New Era: Dryad Hoplites are 'da bomb'.
Pangaea CW: Enh.

I'll run them through. Enslave Mind I won't ignore, but maybe I'll just skip that guy.
Hmm, thinking about it, I only use revelers and centaur warriors for stealth troops myself. Maybe boosting the stealth on slingers, raiders and raider commanders would help. Also the gem generator will be hard to price...
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Old March 19th, 2005, 06:08 AM
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Saber Cherry Saber Cherry is offline
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Default Re: Nation Mod Release: Gollarn

FYI, I don't think stealth level on non-commanders has any effect. You could test it, though.

If you want to boost small, Gollum-like units, defense skill seems like a logical choice to me.
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Old March 19th, 2005, 02:20 PM

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

Quote:
Saber Cherry said:
FYI, I don't think stealth level on non-commanders has any effect. You could test it, though.

If you want to boost small, Gollum-like units, defense skill seems like a logical choice to me.
The defense is a good idea, infact I might boost attack and defense by one across the board for gollarn infantry. Here is what I'm thinking for the next version:

*Fix summary.

*Make a national specific spell to summon a burrower commander, I was thinking of stealing either the Siege Golem, or Serpent Fiend spells to do this.

*Make trapper immobile, 4 gold.

*Reduce assassin stealth to +15.

*The aforementioned attack and defense boost.
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Old March 19th, 2005, 07:55 PM
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Default Re: Nation Mod Release: Gollarn

This is a very nice nation. Not too powerful, but with a neat feel to it.

The trappers are insanely useful currrently, at least in the early game. I doubt they would be any at all if they were truly immobile. Is it possible to give them strategic movement but no motion on the battlefield? That might reduce their usefullness.
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Old March 20th, 2005, 03:50 AM

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

Quote:
Sedna said:
This is a very nice nation. Not too powerful, but with a neat feel to it.

The trappers are insanely useful currrently, at least in the early game. I doubt they would be any at all if they were truly immobile. Is it possible to give them strategic movement but no motion on the battlefield? That might reduce their usefullness.
I think they would still be useful immobile, at the right price. Imagine a enemy army coming to your undefended mage research fort. At 4 gold 1 resource, you can afford a lot of meatshield for your casters.
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Old March 25th, 2005, 05:03 PM

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Default Re: Nation Mod Release: Gollarn

Ok, new version up. A lot of tweaks and polishing, a new national spell (had to steal telestic animation to make it) with tinkthank's idea.
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  #7  
Old March 25th, 2005, 05:06 PM

Scott Hebert Scott Hebert is offline
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Default Re: Nation Mod Release: Gollarn

Er, do you mind if I ask what the tweaks are?
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