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November 24th, 2006, 01:52 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Haida Gwaii Mod
HoneyBadger,
I hope I do the nation justice. I studied the native peoples of the northwest in my Religions of the World and Cultural Anthropology classes. Using that information and every bit of detail I could scrounge up on the internet, including even hard to find tidbits of language, I delved into doing this nation.
My main goal is to create a fantasy nation that does not contradict their beliefs. With a focus on nature, air and water magics, I hope to balance this nation out with a +1 cold scale and the penalty of extra resource cost for units (To symbolize the heavy reciprocity from the potlatch.)
All the grunt work is done at the moment. I have been testing it heavily in Single Player as an AI alot of times, and the nation seems to do about average/below average.
I was planning on releasing it super soon, as in this week, but I have decided to wait until the next patch because there is talk that true national summons will be introduced. If that is the case, that gives me some elbow room to introduce a few spells I wanted to add, and I should be able to have the nation functioning atleast on an average win/loss versus other AIs.
Thanks again for the comments !
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November 24th, 2006, 02:02 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Haida Gwaii Mod
Here is a picture of the second nation specific pretender for Haida Gwaii.
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Overpowered? It is based on the Monolith, but has 3 paths of magic. You can make a triple bless pretender out of it if you take abyssmal scales and imprision it with Dominion of 4.
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November 24th, 2006, 05:37 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Haida Gwaii Mod
It's a suberb researcher-pretender, and probably too cheap at 10 points. It should have some other tag (#immobile, #inanimate) to remove the fist attack.
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November 24th, 2006, 08:23 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Haida Gwaii Mod
Endo,
good catch on the fist attack, i had not even noticed it. I will fix that bug and maybe try a higher price. Any opinion on what would be an appropriate point cost? I am thinking it should not be too much higher because it is pretty comparable to the monolith except for the extra path.
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November 24th, 2006, 08:28 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Haida Gwaii Mod
Can't help with the cost. The only 3-pack pretenders in base Dominions are the Mictlan-spesific human pretender and Lord of Rebirth. Try comparing those two to normal titans and 2-pick rainbows.
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January 9th, 2007, 06:10 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Haida Gwaii Mod
I am currently testing a new version of the mod. We will call it .03
-Cleaned up Nation Description a bit
-Added Frenzied Werebear Summon (Nation Specific)
-Added Thunderbird Summon (Nation Specific)
-Added Kachina as a midrange commander/low priest
-Adjusted extra resource cost of units to represent potlatch gifting (Nation penalty/weakness)
-Adjusted unset cost of Crest Pole pretender and took away fist attack.
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January 9th, 2007, 07:21 PM
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General
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Join Date: Oct 2006
Posts: 3,445
Thanks: 85
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Re: Haida Gwaii Mod
This is a really nice mod, especially the artwork.
I hope you will consider writing more along these lines, especially considering the different eras, since that's personally an important subject to me.
Certainly the mythological background is in place for expanding the amount of Native American nations that we have, and I'd certainly like to see more, since they are so varied from one another.
Thank you for all your hard work and for contributing a needed and excellent nation to Dom3.
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