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  #1  
Old June 24th, 2007, 03:46 PM
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Default Re: Urdheim, The Infinite Horde

Have to say that's a creative solution, good job Sombre.

So I've been thinking about darkvision again, and it presents some options to be weighed carefully. Adding 50% darkvision to all the kobolds seems realistic enough, but adding abilities like that makes me want to increase their goldcost or take away a point somewhere. The problem of course being, that every time they're balanced up in terms of quality&cost, they are a bit farther away from the cheap weenie army they're supposed to be. I suppose one possibility is to lower their hp by one. They're not very likely to survive more than one blow anyway, so this is a minor tweak down for them, as partial darkvision is a minor tweak up.

On the other hand, if the kobolds get darkvision, perhaps the more draconic units (the two scions specifically), should also get it. This is thematic of course, with DND dragons, but not thematic with Dom dragons. Their already pretty beefy, and the risk of just adding cool ability after another and creating overpowered creatures is high. One really has to reign oneself in from giving in to that. *sigh*

The third aspect of this, is this once again begs for a revision of the nation forts, to the cave type forts. Kobolds are as much, if not more, underground dwelling creatures as aboveground, so realistically/thematically it fits. This does however, pose the issue, of how powerful the kobold forts become. (Their PD is pretty healthy already.)

So... thanks to Sombre, I'm now leaning for darkvision. Suggestions are more than welcome.

Secondly, I've been considering the spell 'Life after Death', amongst other necromantic spells, and I Was wondering, is there any way to select which unit is created as that nation's undead? Kind of how Caelum, C'tis, Etc... each have their own soulless. I'd be willing to create kobold skeleton and soulless sprites for this purpose if it was possible. (So far I've been strongly leaning against adding a national 'create skeleton' spell, just for the purpose of throwing around kobold skeletons.)
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Old June 25th, 2007, 04:03 AM
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Default Re: Urdheim, The Infinite Horde

Adding in nation-spesific undeads isn't possible. It's been requested in the modders' wish list.
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Old June 26th, 2007, 02:03 PM
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Default Re: Urdheim, The Infinite Horde

Thanks for the response Endoperez, I was expecting as much.

So no one has any suggestions/opinions about darkvision? (Have to say I'm a bit dissapointed about that.)
Well, I'm going to backup the .dm file and make a go for it.
Then another quick game to see how the balance works.

Progress:
Removed a province defense commander not previously mentioned (who is otherwise cool) for 'not feeling right'.
Removed a summon for same reason.
Rewrote many spell descriptions. (I'm quite happy with the farsummons now.)
Summoner can now use strength boosting items/heroic abilities to improve it's attack.
Added traps. (2 in weapon form/1 in spell form).
Tweaked down startunits.
Upgraded Kobold Strider.
Created mod banner.

Overall, I feel like I'm quite close to a release. We'll see how the darkvision/cavefort goes.

Prediction:
There will be a download by friday.

Question:
Does anyone know how to add more than heat 3 to a creature without adding fire magic on it?
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Old June 26th, 2007, 02:09 PM

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Default Re: Urdheim, The Infinite Horde

Copystats EA Abysia's Burning Ones?
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Old June 26th, 2007, 02:36 PM
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Default Re: Urdheim, The Infinite Horde

That unfortunately adds fireshield and berserker +3 along with waste survival and darkvision 50%. I suppose I will make do with not having higher heat.
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Old June 26th, 2007, 03:01 PM

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Default Re: Urdheim, The Infinite Horde

Ah, fair point.

Very much looking forward to the download.
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Old June 28th, 2007, 10:01 AM

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Default Re: Urdheim, The Infinite Horde

Oh, for a darkvision opinion - I'd say yes. Thematic considerations should come first I reckon, and besides it's a very niche and rarely used ability, it's not really going to make them overpowered.
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