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March 18th, 2005, 11:38 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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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.
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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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March 19th, 2005, 06:08 AM
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Major General
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Join Date: Oct 2003
Location: Crystal Tokyo
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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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March 19th, 2005, 02:20 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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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.
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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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March 19th, 2005, 07:55 PM
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Corporal
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Join Date: Oct 2004
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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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March 20th, 2005, 03:50 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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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.
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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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March 25th, 2005, 05:03 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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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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March 25th, 2005, 05:06 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
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Re: Nation Mod Release: Gollarn
Er, do you mind if I ask what the tweaks are?
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
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