|
|
|
 |

November 7th, 2007, 02:44 AM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
Yeah. I've only seen 2 warpfire throwers in two games against them. Tons of battlemages though. Towards the end they had a screaming bell casting wither bones and plenty of warlock engineers with dust to dust, so at least that's something.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
|

January 27th, 2008, 10:11 AM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
I was just wondering if anyone had played this recently, and had any comments. I've been neglecting it a little, but am up for adding stuff again now. I'm actually really keen to play Tomb Kings in MP as well - might organise it soon (once some of my 5(!) current games finish).
|

February 7th, 2008, 08:59 PM
|
 |
Sergeant
|
|
Join Date: Dec 2003
Location: New York City
Posts: 340
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
I've been playing and enjoying Tomb Kings. I'm kind of busy this week (and I got distracted last week by the patch / bogarus), but I think I'm going to get back to it, and do a short review of it either next week or the weekend after. Hope that helps.
|

February 7th, 2008, 09:05 PM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
Cool, that would be very helpful.
|

February 12th, 2008, 07:16 PM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
I had an idea for a Pretender: Living Curse.
immortal, dom 2, 1 death, 1 blood, 80 points for new path.
Fear 0 (plus bonus for death), 1 hp, att 25, def 15, prot 0. 1 attack-range 1 touch causes curse, decay, and weakness.
Casts Darkness at the beginning of battles. Causes unrest. Etherial, Flying, Stealth 25. move 3 battlemove 30. Blind. No slots. Cost: 125.
Shaped like a living cloud of darkness with a crimson center.
Description:
"For thousands of years the souls of unquiet dead have stood guard over the treasures of the Tomb Kings. That has been their only purpose, their only salvation and path to Paradise. That purpose has become their religion, and from the strength of their unending vigilance a malevolent entity has arisen. A cloud of sacred hatred and holy greed which has, over the centuries, gained a malevolent sentience, and now, out of a will to possess the very world around it, seeks to become a god. Death flies on swift wings!"
__________________
You've sailed off the edge of the map--here there be badgers!
|

February 12th, 2008, 07:23 PM
|
 |
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
Make it domstr 2, prot 0, and price it at 125.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|

February 12th, 2008, 07:32 PM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
Done and done.
__________________
You've sailed off the edge of the map--here there be badgers!
|

March 27th, 2008, 06:44 PM
|
 |
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
That's very true. I was hoping that the high point cost and very low hp would allow such a Pretender to be used as the center of a different than vanilla strategy, rather than just increasing the power of the nation overmuch.
Maybe if the Living Curse were immobile? That would help protect against bless rushes in the early game, but delay the darkness power from becoming a major boost until Teleportation spells become accessible.
__________________
You've sailed off the edge of the map--here there be badgers!
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|