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December 1st, 2007, 05:16 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Sons of Kaleva, a Kalevala mod
I'm not sure yet. At the moment, I'm thinking of light armor but good damage potential. I'm also considering all-around mapmove of at least 2 for all units (light and med infantry, stealthy archers, stealthy med inf. with crossbows) and forestsurvival, with perhaps one or more of the other survival types thrown in for even better movement rate. However, I also want crossbows, so Early age is out.
I'd like to add more mages, but I'm out of ideas ATM. Comparing Spellsinger to mages of Middle, it seems he could be made available everywhere without balance problems. Perhaps a bit more versatile with his double random, but not out of line. I'll add a variation of Vaetti hags to the capital, but that's all I have left.
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December 1st, 2007, 06:14 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Sons of Kaleva, a Kalevala mod
Let's assume mid-era, as there are a lot of late-era mods already. Don't the Finns have something of a reputation as sorcerers among their neighbors, Kelavala aside?
I'd drop the Vaetti, or make everyone Vaetti.
This is my suggestion for magic paths and special powers.
Witch (everywhere) - EN,{FWE,75%}{FWN,75%},healer 20%,prevent bad events 10%
Spellsinger (everywhere) - F2N2,{FEDN,100%}{FEDN,10%}
Shaman (capital only) - Sacred, turns into a Bear, maybe even a werebear (thugable), E2N2,{FWEN,10%}
Sorcerer (capital only) - D2WFN,{FWDN,100%},{FWDN,10%}
Another option would be to convert some of those heroes into commanders - so the witches could have air magic and *all* turn into giant eagles; the sorcerers could all have forge bonuses.
I sure hope they add more nation slots 
__________________
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
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December 1st, 2007, 06:49 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
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Re: Sons of Kaleva, a Kalevala mod
I made graphics for Hiisi already, so I'm not going to drop them straight away. They'll be goblins, like vaetti and bakemono, but instead of wolves they've befriended moose. They provide the nation cheap stealthy archers and stealthy cavalry. Moose Brothers have one spearmen and one archer mounted on a moose, and after the first 8 damage the archer dies but the spearman stays.
I think I'll go with something like this:
Sorcerer (hiisi) - {FWD 100%}{FDN 100%}, prevent bad events 10%
Wiseman (everywhere) - F1N2,{FEDN,100%}{FEDN,10%}
Bear Tribe Shaman (everywhere) - H1 N2, {E, 50%}{E, 50%}
Spellsinger (capital only) - F2N2, {FWDN,100%},{FWDN,100%},{FWDN,10%}
Also, I'm aiming to make this mod completely replace EA Ulm, slot and all. Someone has to try if it works, eh?
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December 1st, 2007, 07:06 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Sons of Kaleva, a Kalevala mod
If they're going to be EA, they should get a *lot* more magic than that.
Let's compare to EA Ermor. EA Ermor, which is pretty balanced, gets a nice military and:
F2SD2{FSNA,110%} on the augur elder
F{FAWEN,100%} on the Flamen
That's F3A1W1E1S2D3N1.
__________________
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
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December 1st, 2007, 08:15 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Thanked 153 Times in 101 Posts
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Re: Sons of Kaleva, a Kalevala mod
They're going to be in MA. I just use up nation slot 2 (EA Ulm) instead of one of the free nation slots, and EA Ulm nametype slots (131, 132) for the heroes.
Unit roster ATM:
Hiisi (stealthy goblin archer)
Moose Brother (stealthy moose infantry/archer)
Bear Tribe Warriors (light infantry)
Huskarls (med. infantry with javelins)
Huntsman (med. infantry with axe, crossbow, shield)
Hakkapelite (light cavalry with broad sword, lance, good def)
possibile additions:
Bear Cult Warrior (med. infantry with battleaxe, perhaps with berserk/sacred/something)
mages:
Same as few posts ago, except for:
Spellsinger (capital only) - F2D1N2, 210%FWDN; they are also somewhat older, and sometimes start with old age (esp. if they got fire randoms)
possible addition:
Myrrysmies (Storm Zealot?) - low-level Nature/Fire/Water mage with good prot, berserker+5, perhaps fire resistance
Here is a Finnish-only wikipedia article about them. Basically, mages who go to a berserk-like trance when doing magic, exorcising spirits with an axe and able to handle weapons from their blades without harming themselves.
http://fi.wikipedia.org/wiki/Intomies
Also, I realised that Näkki will make very good thugs. 19 gems for amphibian size 4, 27 hp, prot 6 Water/Death/Earth mage with full equipment slots. They have W2 and three WDE randoms, so can get up to W5, and will have at least W3 or two paths at level 2.
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December 2nd, 2007, 03:18 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: Sons of Kaleva, a Kalevala mod
Storm zealot would be a poor translation of myrrysmies. Better to leave it without one, as that term just doesn't translate correctly. English doesn't have the proper words for it without wrecking the meaning. Or you could leave it at myrrysman
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December 2nd, 2007, 05:59 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: Sons of Kaleva, a Kalevala mod
Zeal is very good translation of "into" of intomies, IMO. "Storm Zealot" isn't good translation of myrrysmies, though. I think I'll go with Myrrysmage or something similar.
The warrior type under consideration (currently named Bear Zealots) are a difficult choice. On the other hand, if I make them sacred they're too similar to EA Ulm Steel Warriors and MA Man Wardens. Especially if I give them two-handed swords. However, there aren't that many two-handed weapons, and giving them two weapons would step on Einhere's toes.
At the moment, the unit is 20 gp, Einhere stats, worse equipment and dies very fast to any kind of missile fire.
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