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December 2nd, 2007, 06:36 AM
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Colonel
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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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December 2nd, 2007, 06:51 AM
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National Security Advisor
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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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December 2nd, 2007, 09:02 AM
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Colonel
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Re: Sons of Kaleva, a Kalevala mod
Quote:
Endoperez said:
the good luck ability of Lady of Fortune
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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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December 2nd, 2007, 11:02 AM
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Major General
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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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December 2nd, 2007, 01:06 PM
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National Security Advisor
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Re: Sons of Kaleva, a Kalevala mod
As I said, this is going to be a MA nation. The point still stands, though.
Yeah, I hadn't considered uniqueness. I'll have to stay with bad event cancellation unless some unique also has the ability of generating good events.
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December 7th, 2007, 08:00 PM
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Corporal
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Re: Sons of Kaleva, a Kalevala mod
What, no Kullervo? A berserker-mage may be hard to use, but he could be one hell of a thug if you plan it right.
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December 10th, 2007, 06:44 AM
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Re: Sons of Kaleva, a Kalevala mod
I won't be able to progress before Christmas, at the earliest. I just spent a week in fever, including what would have been my last *free* weekend before some more fun in the forest, against real tanks for a chance.
I don't know how I could do Kullervo. Human non-mage heroes won't be worth bad events and/or unrest, and making him a spy would be very different from what he did IIRC. Besides, he killed himself. If you have any ideas about him, suggest.
I could make him into a unit of some sort. An dual-wielding infantryman armed with some big melee weapon (axe? sword?) and a magical knife - perhaps Knife of the Damned, or even Dusk Dagger or Blood Thorn.
I'd like to make the Myrrysmages useful thugs. I'm not sure about the paths yet.
I've also considered chaning the summons a bit. Instead of actual bears, the summons make huskarl-type units with special abilities. Perhaps sacred, berserker and half-bear second form, although that'd make them quite similar to Skinshifters and Jaguar Warriors. As an additional trick, I'd like to keep these special units' named "Huskarl", so that the weaker mundane huskarls are bought to keep the number of the summoned ones secret.
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December 12th, 2007, 03:03 PM
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Captain
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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.
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Instead of generating supplies, couldn't it generate income and resources (and be immovable)?
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December 12th, 2007, 03:36 PM
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Colonel
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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.
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Instead of generating supplies, couldn't it generate income and resources (and be immovable)?
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In the ideal land of rainbows and eternal honey, yes. But making a unit that increases scales is not moddable.
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December 13th, 2007, 12:11 AM
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BANNED USER
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Re: Sons of Kaleva, a Kalevala mod
You can copystats one of the units that increases magic scale,.. or growth scale too I think.
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