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  #1  
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

quantum_mechani quantum_mechani is offline
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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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  #3  
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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  #4  
Old March 25th, 2005, 05:27 PM

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

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Scott Hebert said:
Er, do you mind if I ask what the tweaks are?
*immobile, cheaper trappers

*better att/def on many units

*lower stealth on assassins

*clayformer 10 gold less
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Old March 25th, 2005, 05:28 PM

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Default Re: Nation Mod Release: Gollarn

Grr. I liked the trappers mobile.
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Old March 25th, 2005, 09:10 PM

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

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Scott Hebert said:
Grr. I liked the trappers mobile.
I could not think of another way to keep them from displacing the roles of gollarn guards and raiders.
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Old March 25th, 2005, 09:12 PM

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Default Re: Nation Mod Release: Gollarn

I guess. It's a hard task.

Of course, I find them all displaced by the Mind Enslaver.
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