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  #1  
Old December 1st, 2007, 08:15 PM
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Default 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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  #2  
Old December 2nd, 2007, 03:18 AM
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Default 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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Old December 2nd, 2007, 05:59 AM
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Default 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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Old December 2nd, 2007, 06:36 AM
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Default Re: Sons of Kaleva, a Kalevala mod

I feel kinda silly for posting this same suggestion twice, but have you considered implementing Sampo in any way?

I threw some ideas around in the orginal thread. Sampo would be a kinky unit in the way there really aren't units in Dom3 that are pure support.

It could giving massive supplybonus (the salt and flour grinding). It was also decipted as a bringer of good fortune, so perhaps very nice fortune teller (75? or perhaps even 100!). The grinding of money is a bit tough, since you can't make troops produce gold. The closest interpetation would most likely be to make it produce gems (Fire gems or perhaps 1 of each kind?).

The problem is, that a unit that just sits in your capital isn't really that intresting. Perhaps it could be carried by some handlers so that it can move? A unit that makes sure that your troops don't starve, supplies your mages with gems and protects it from unlucky events could be usefull. When #onebattlespell becomes available, it could perhaps cast a good battlefield buff to encourage using it alongside armies (something like Fanatism?)

The path combination could perhaps be twiddled so that it would most likely be only "summonable" by Ilmarinen or a pretender with the right paths.
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Old December 2nd, 2007, 06:51 AM
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Default Re: Sons of Kaleva, a Kalevala mod

I can do that. Spreading dominion and generating Fire and Nature gems, having huge supply bonus and the good luck ability of Lady of Fortune... Yes, I could come up with something. Making it Fire/Air would limit it to Ilmarinen quite nicely.

I could start with the Divine Emperor graphics.
With #onebattlespell, I'd give it "Spellsong of the High Heart", which is a 1-gem fanaticism.
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Old December 2nd, 2007, 09:02 AM
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Default Re: Sons of Kaleva, a Kalevala mod

Quote:
Endoperez said:
the good luck ability of Lady of Fortune

There will be most likely troubles with this. If you copystats Lady of Fortune, the sampo won't be unique. In my humble opinion, it should be unique for thematic and balance reasons (Summonable gem producer. Danger Will Robinson! Danger!)

I've also heard that there is a bug when copystatting pretenders. If you copystats a pretender, the unit will appear as pretender choice for all nations. Quantum_mechani knows more about it, he bumped into it while working on WH 1.8
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Old December 2nd, 2007, 11:02 AM
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Default Re: Sons of Kaleva, a Kalevala mod

#nobadevents gives the bad-event prevention power, no need to copystats.

You can also #restrictedgod (insert late era nation), and then only one late era nation is effected. For an EA nation, this is a fix (you don't start LA games with the mod.)
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Old December 12th, 2007, 03:03 PM
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Default Re: Sons of Kaleva, a Kalevala mod

Quote:
Endoperez said:
Spreading dominion and generating Fire and Nature gems, having huge supply bonus and the good luck ability of Lady of Fortune... Yes, I could come up with something. Making it Fire/Air would limit it to Ilmarinen quite nicely.
Instead of generating supplies, couldn't it generate income and resources (and be immovable)?
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Old December 12th, 2007, 03:36 PM
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Default Re: Sons of Kaleva, a Kalevala mod

Quote:
Jarkko said:
Quote:
Endoperez said:
Spreading dominion and generating Fire and Nature gems, having huge supply bonus and the good luck ability of Lady of Fortune... Yes, I could come up with something. Making it Fire/Air would limit it to Ilmarinen quite nicely.
Instead of generating supplies, couldn't it generate income and resources (and be immovable)?
In the ideal land of rainbows and eternal honey, yes. But making a unit that increases scales is not moddable.
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