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  #1  
Old November 18th, 2006, 10:48 AM
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Default Re: Nation mod: Marignon Reborn

I've noticed something strange: the priests refuse to cast bless. Scripted or not, they never cast it.
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Old November 18th, 2006, 04:27 PM
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Default Re: Nation mod: Marignon Reborn

Quote:
Teraswaerto said:
I've noticed something strange: the priests refuse to cast bless. Scripted or not, they never cast it.
The sacred units they don't want to bless are undead, right? Perhaps the spell AI doesn't recognize undead holy units as eligible bless for the normal Blessing.
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Old November 22nd, 2006, 06:37 AM
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Default Re: Nation mod: Marignon Reborn

I really like the theme of this nation, but my first thought is "why make them undead at all?" There's already Ermor. If you have a Marignon nation that is hateful, cruel, diseased, immoral, cannibalistic fantatics...who are living, then it's a nice offset, and you'd lose a lot of the problems, like priests refusing to bless undead or troops being banished. I don't want to step on your toes, because it's a very nice mod, as-is, but you could probably keep your theme entirely intact, as well as most if not all units, just decide that the Marignon torturers found a third state between life and death. I'm reminded of the half-dead from The Chronicles of Riddick. Just a thought.
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Old November 22nd, 2006, 01:30 PM

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Default Re: Nation mod: Marignon Reborn

The one problem there is that he would need a price boost to the already expensive troops since they would no longer be banishable.
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Old November 22nd, 2006, 10:38 PM
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Default Re: Nation mod: Marignon Reborn

It's true, Shovah, but it would make the nation more distinguishable from Ashen Empire, which would be a valuable quality in and of itself. And it seems to me that Marignon might switch easily over to the darkside, BUT they would be far less likely to lose the "letter of the law" as it were, and start mass-producing undead, which would be a complete reverse-around from their stated goal of quashing the death-cults. They might come to resemble the enemy in methods and motives, but they'd not be near as likely to completely lose site of everything they once stood for, even if it's only going through the motions.

I also had the thought that, in place of units which were undeniably undead, it might contain units from other races which in-game are not normally viewed as absolute evil. Marignon might capture some of the declining and increasingly rare Late Era Jotuns, forcibly breed them and torture them (and all the other considerate things Marignon Reborn does for it's guests...Hostel, anyone?) and produce Jotun half-ghouls. They might cart off Pangaea's dryads and turn them into Hamadryad Blood-Drinkers, with hoburgs they could turn them into vicious little psycho-assassins, something like those guys from the Phantasm movies.

Again, they're just suggestions, it's not my mod and I don't...no, what are you doing?! Noooooooooooooo! No! Stop! Where are you taking me?!?! Don't do that! NO! NO DON'T TORTURE ME!!! AHHHHHH!!!!!
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Old November 23rd, 2006, 04:23 AM
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Default Re: Nation mod: Marignon Reborn

Well, the reason they are started out as undead was that I started to make a nation of ghouls, though it moved past that pretty soon. Currently, the concept is that when an acolyte of the cult dies in one of the rituals, a number of different things may happen: they may stay dead, become a weak ghoul-like being (the Shunned One's), or reach the true second life.

It's something to consider if the true Twiceborn really should have the undead flag. As for banishment, Twiceborn Warrior and Word Made Flesh are pretty resistant to it already.

I have planned making a LA version of the mod with the bloody marriage of flesh and machines as a theme. With the waning of magic the Twiceborn turn to other options, etc. but it's not even started yet so wont be done for long time.
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Old November 23rd, 2006, 06:29 AM
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Default Re: Nation mod: Marignon Reborn

Hmmmm...I'd like to see a nation of ghouls. I'm not sure how it could be done properly though, although I can see a Late Era Mictlan-based nation offshoot becoming a nation of ghouls and/or vampires.
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Old December 2nd, 2006, 03:43 PM
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Default Re: Nation mod: Marignon Reborn

Quote:
Shovah32 said:
The one problem there is that he would need a price boost to the already expensive troops since they would no longer be banishable.
Solution : make them half demons instead of half undeads, and link the concep to blood magic experiments to create almost immortal warriors by infusing them with the soul of demons of something like that.

It would preserve the banishment, and keep better the style of marignon.
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  #9  
Old December 3rd, 2006, 03:48 AM
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Default Re: Nation mod: Marignon Reborn

Demon tag would be nice, but I'm not clear as to whether demons = undead in the Dom3 universe, as in per roleplaying/background/"how the man on the street feels about it." because Marignon's no undeads allowed policy might apply. Otherwise it's an excellent idea. I'm all for deliciously creepy demon vastnesses. Ok, so there might not be any demon vastnesses in Marignon Reborn, I'm still for them!
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Old December 9th, 2006, 06:22 AM
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Default Update, version 1.2

*Only Shunned Ones are undead.
*Twiceborn Warriors have fear
*The Word Made Flesh have higher regen and more fear
*Magic resistance lowered for most
*Shunned one gold cost lowered
*Other small changes I can't remember

Quote:
HoneyBadger said:My initial thought is that the "supersoldiers" could be some kind of Formless (obviously, I'm referencing X-files a bit here), the hideous experiments of Marignon actually causing their victims to transcend physical structure and become something along the lines of Gibbering Mouthers.

The Word Made Flesh are something like this, though they are not immortal.

...transcend physical structure...

The sorcerous energies that animate the Twiceborn aspirant are no longer bound by his physical form, but instead shape the flesh in which they reside to nightmarish forms: the temple of the soul becomes a cathedral of terror to match the deranged being dwelling inside its bleeding walls.
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