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  #1  
Old January 28th, 2009, 10:43 AM

Maraxus Maraxus is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

About the skeletons: Yes, I had seen that, too. First I was confused, that they are neither mindless, nor "never heals" (Btw, in opposite of what Endoperez said earlier, I'm pretty sure, all "never heals" units heal in a lab, not just magic beings.)

But the spell and creature description makes clear why they are not mindless and allows speculation, how they heal.

They still have around 30 moral, that's why I found the standard to be strange.

Moral: That is another thing. Usually there is
99: Berserk (fights on and on)
50: Mindless (dissolves on army rout)
30: nearly immune to fear (retreats with army but not on his own)
8-18: Varying degrees of braveness.

Seeing values like 28 or 32 maks me thinking why you have not just taken 30.



About the forge bonus: I imagined as much for the earth magic thing. Ido like that image of the necromancer, too.
Maybe you add a E2D1 (or something) spell "Create Homunculus" to Construction for them.
But a forge bonus is something diffrent (doh, I'm the one to say, while working on a mod with a forge bonus unit atm myself. ).
Not even the middle era Agathan Golem Crafter has one. Not even the Dwarven smith of Vanheim allthrough I guess, that might be a mistake.
So does your nation have as much right to have expert item forgers as Caelum or Ulm? Well, okay, yours has only 15% so that sounds okay although he has really good magic for a forger.
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  #2  
Old January 28th, 2009, 12:38 PM
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Thilock_Dominus Thilock_Dominus is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

The idea behind the skeletons is/was that the spirit and the mind of the dead bones gets another chance to walk the earth, so even if they come back as skeletons they think and act like humans to a degree.

Idea for them;
Bones - never heal
think like humans - lower morale (18-20)
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  #3  
Old January 28th, 2009, 01:23 PM

Maraxus Maraxus is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

That they can heal as a side effect of the ritual looks okay to me. Reavenants and Mount Kings can heal, too (iirc) and are quite skeletonish.

Moral 18 sounds enough. That should mean, that they will almost never flee because of losses and wounds but they might flee, if the opponent uses powerful fear auras and/or lots of fear spells.
And then the standard works perfectly with that to counter even that.
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  #4  
Old January 28th, 2009, 01:44 PM
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Default Re: [Beta] Nosophoros - The Vampire Lords

New version of Nosophoros (0.81)


Changelog 0.81
* All Vampire units: Removed Lifeless ability
* All Vampire units: +1 extra blood hunt
* All Vampire units: maxage set to 500
* All Humans units: maxage - 100 ---> 75
* All Skeleton units: maxage set to 500
* Pretender - Shadow Dragon: Removed Lifeless ability
* Pretender - Shadow Dragon: Magic boost -4 ---> Magic Boost -2
* Pretender - Shadow Dragon: missing maxage, set to 2500
* Pretender - Vampire King: Removed Lifeless ability
* Pretender - Vampire King: 150 cost ---> 100 cost
* Pretender - Vampire King: missing maxage, set to 1200
* Pretender - The Blood Monolith: 40 cost ---> 0 cost
* Site 23: Changed - "The Unholy Sepulchre" to "The Vampire Council"
* Children of the Night: 10g ---> 15g
* Black Rose Guard: Capital recruit only
* Black Rose Lord: Capital recruit only
* Black Rose Guard: 60g ---> 50g
* Black Rose Lord: 260g ---> 220g
* Black Rose Lord: 1 Death Magic ---> 2 Death Magic
* Black Rose Helmet: Prot 20 ---> Prot 15
* Black Rose Mail: Prot 20 ---> Prot 16
* Mystic: 120g ---> 110g
* Dark Mystic: 280g ---> 220g
* Dark Mystic: 1 Death Magic ---> 2 Death Magic
* Necromancer: 240g ---> 230g
* Dark Summoner: 500g ---> 425g
* Dark Summoner: 2 Blood Magic ---> 3 Blood Magic
* Weapon: name - Black Venom Dagger changed to Black Venom Short Sword
* Hero - Shadow Necromancer missing maxage, set to 200
* Hero - The Judge, maxage set to 750
* Hero - The Baroness, maxage set to 750
* Snow Demon Wolf: missing maxage, set to 1000
* Vampire Lord (summonable), age set to 750
* Ancient Vampire Lord (summonable), age set to 1000
* mistforms: 26 Morale ---> 0 Morale
* Skeleton Guard: 7 gems ---> 5 gems
* Skeleton Guard: 2 units --> 5 units
* Skeleton Warrior: 3 units ---> 10 units
* Skeleton Guard: Ability - No Heal
* Skeleton Commander: Ability - No Heal
* Skeleton Warrior: Ability - No Heal
* Skeleton Lord: Ability - No Heal
* Skeleton Guard: mor set to 15
* Skeleton Commander: mor set 18
* Skeleton Warrior: mor set to 15
* Skeleton Lord: mor set to 18
* The Choosen One: 1 makemonster ---> 2 makemonster
* Fixed: missing defence 2a.
* Changes made into the manual


Still need to take a look at heroes to see what adjustments need to be done.
Manual still needs Snow Demon Desription, mist form and wolf form. Weapon Desription and armor desription.
Not sure how to solve the Ermor problem. Hope it's a bug that will be solved soon.
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  #5  
Old January 28th, 2009, 02:53 PM

Redeyes Redeyes is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

Is there some specific spell you are going for with giving the Black Rose Lord death 2?

As is, they aren't very effective leaders of the guard with their lack of an ability to bless them. Perhaps they should be given holy?
Perhaps a death spell could be modded in which works like bless?
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Old January 28th, 2009, 11:41 PM

Maraxus Maraxus is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

I like the changes.

I also agree that making the Black Rose capitol only is reasonable both mechanicaly as they are very strong and from the flavor aspect. (They are the elite guard of the high council, they are basicly supposed to be where the high council is)

However, by now, the number of your national troops outside the capitol is really low. Maybe you would want to add another one?

...Like ... a low vampire. Maybe one, who was infected by vampirism without following the rules or something ...
With only an ordenary Greatsword and maybe full chain armor + Half Helmet (Prot 17). (Moreover the att/def somewhere in the middle between Black Rose Guardians and ordenary humans and maybe not holy, then they should make good everywhere recruitable vampires without feeling to diffrent)

Edit: Oh, I just saw, that you reduced the Back Rose armor protection allready ... well, in that case the low vampires armor should be reduced, too.

Last edited by Maraxus; January 29th, 2009 at 12:05 AM..
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Old January 29th, 2009, 03:15 AM
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Default Re: [Beta] Nosophoros - The Vampire Lords

Quote:
Originally Posted by Maraxus View Post
I like the changes.

I also agree that making the Black Rose capitol only is reasonable both mechanicaly as they are very strong and from the flavor aspect. (They are the elite guard of the high council, they are basicly supposed to be where the high council is)

However, by now, the number of your national troops outside the capitol is really low. Maybe you would want to add another one?

...Like ... a low vampire. Maybe one, who was infected by vampirism without following the rules or something ...
With only an ordenary Greatsword and maybe full chain armor + Half Helmet (Prot 17). (Moreover the att/def somewhere in the middle between Black Rose Guardians and ordenary humans and maybe not holy, then they should make good everywhere recruitable vampires without feeling to diffrent)

Edit: Oh, I just saw, that you reduced the Back Rose armor protection allready ... well, in that case the low vampires armor should be reduced, too.
on the drawing board.
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Old January 29th, 2009, 09:14 AM

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Default Re: [Beta] Nosophoros - The Vampire Lords

Quote:
Originally Posted by Redeyes View Post
As is, they aren't very effective leaders of the guard with their lack of an ability to bless them. Perhaps they should be given holy?
Perhaps a death spell could be modded in which works like bless?
That wouldn't be hard at all.

You could also give them onebattlespell divine blessing, or bless, or whatever.
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Old February 1st, 2009, 11:33 AM
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Default Re: [Beta] Nosophoros - The Vampire Lords

New version of Nosophoros (v0.82)

Changelog 0.82
* New unit - Vampire Beast
* New unit - Vampire Soldier
* New weapon - Bite for Vampire Beast
* Noble Great Sword - removed dt_raise
* Ritual Dagger - do not effect mindless anymore
* 2b defence changed to Vampire Soldier
* Spell "Ancient Blood Oath" fixed. Ancient Vampire Lord was summoned as unit and not as commander as it should be.
* New Picture of Vampire King in the Manual.
* Changes made into the manual
* Additional special thanks in the ReadMe.txt
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Old February 3rd, 2009, 11:29 AM
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Default Re: [Beta] Nosophoros - The Vampire Lords

Quote:
Originally Posted by Maraxus View Post
A
Maybe you add a E2D1 (or something) spell "Create Homunculus" to Construction for them.
Had to check up on what Homunculus is;

wiki; http://en.wikipedia.org/wiki/Homunculus

Quote:
In Carl Jung's studies of alchemy, he believed the first record of a homunculus in alchemical literature appeared in the Visions of Zosimos, written in the third century AD, although the actual word "homunculus" was never used. In the visions, Zosimos mentions encountering a man who impales him with a sword, and then undergoes "unendurable torment," his eyes become blood, he spews forth his flesh, and changes into "the opposite of himself, into a mutilated anthroparion, and he tore his flesh with his own teeth, and sank into himself," which is a rather grotesque personification of the ouroboros, the dragon that bites its own tail, which represents the dyophysite nature in alchemy: the balance of two principles. Zosimos later encounters several other homunculi, named as the Brazen Man, the Leaden Man, and so forth. Commonly, the homunculi "submit themselves to unendurable torment" and undergo alchemical transformation. Zosimos made no mention of actually creating an artificial human, but rather used the concept of personifying inanimate metals to further explore alchemy.[1]
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