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  #1  
Old March 31st, 2008, 03:35 PM

Sombre Sombre is offline
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Default Re: New Nation - The Shogun of the Dark

Good question. Generally speaking weapons which are themselves poisons, such as poison spit, ignore armour anyway.

Shuriken and the like use poison secondaryeffect because they are mundane damage from the projectile, poison damage from the coating. Those at least currently deal the secondary poison damage past the shield parry and prot as long as they hit.
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Old March 31st, 2008, 06:02 PM

spirokeat spirokeat is offline
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Default Re: New Nation - The Shogun of the Dark

Sombre,

thats not too bad then...a limited range projectile with a damage cap and weak poison is what I want. Shame I can't assign a strength as range to a new weapon.

A question. I want to make a Smoke bomb which will do a small AE darkness which my ninja can then take advantage of their Darkpower special....any suggestions as to how to accomplish that?

Also I would you mind if I used your Krasue graphic it is exactly what I need for another summon? I will totally understand if you don't want me to but I'm no artist and you seem to have a hand for it.
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  #3  
Old March 31st, 2008, 06:30 PM
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Default Re: New Nation - The Shogun of the Dark

There's no way to do a small-scale Darkness. There are "cloud" effects, such as Leeching Darkness, but those just deal damage. You could do something that causes fatigue and has a cloud graphic, which would amount to the same thing (fatigue lowers enemy attack and defence).
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Old March 31st, 2008, 06:30 PM

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Default Re: New Nation - The Shogun of the Dark

You can use the Krasue graphic, yeah. It was sort of a quick job but it does at least look distinctive.

You can't get smokebombs working the way you describe. Closest fit would probably be an aoe spell or weapon which temporarily lowered stats. Something along the lines of what slime does.

If you want to increase leadership a little what you could do is make some of your troops undead/demon/magic tagged, then have the leaders with 10 (poor) natural magical/undead leadership. Then they could lead 10 normal troops and 10 undead/magical. Of course that brings in some other issues.
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Old April 1st, 2008, 11:34 AM

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Default Re: New Nation - The Shogun of the Dark

New version uploaded. Main post edited to list new things.
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  #6  
Old April 2nd, 2008, 05:06 AM
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Default Re: New Nation - The Shogun of the Dark

Pennaggolan do not need dark vision they are undead and thus have perfect dark vision.

That's the only thing I could find this time, but I'll keep looking for faults in your mod! bwhaha!! Seriously though, it is looking far better now.
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Old April 2nd, 2008, 10:26 AM

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Default Re: New Nation - The Shogun of the Dark

Thanks Juzza,

I probably just copied base stats from another creature and didn't spot the darkvision. I'll remove.

The blood economy using Kolat Oyabun still doesn't work, even with a douse bonus of 3. I guess it is because he doesn't have blood magic. I will likely have to give him one point and lower the douse bonus.

Also the Geisha is currently seducing a little too effectively. I was pulling mounted commanders out of an indy region for fun in my last game, not a single failure. I will lower it a notch I think.

I'll likely try to add another hero or summons or a new graphic and do another update in the next day or so.

Thanks for the feedback so far.
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Old April 4th, 2008, 11:58 AM

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Default Re: New Nation - The Shogun of the Dark

V1.3
New graphics for Bandit and Bandit Leader
Geisha seduce bonus reduced slightly
Douse bonus on Kolat Oyabun should now work.
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  #9  
Old April 5th, 2008, 01:25 AM
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Default Re: New Nation - The Shogun of the Dark

I like the bandit graphics it really sets them apart from the original graphics!
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Old April 22nd, 2008, 08:55 PM

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Default Re: New Nation - The Shogun of the Dark

Can you put it in a zip so i can download it plz.
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