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April 16th, 2009, 07:41 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
From what little I've seen so far, this is a _very_ nice mod. I'm a bit confused over the Nature magic as that seems far outside the Caelian bailiwick, but if it works, it works.
10 (unarmored) Trolls slaughters Independents, but they can take casualties. And considering the price tag, it seems 'fair'. I might make the Trolls Cap-only, but that's dependent on how they do vs. other nations.
I don't think the multi H3 hero is needed. Just make it a regular hero. Also, the 'super magic hero' probably doesn't need to be _that_ strong. May I suggest offering something that will get them into Astral, given their ability to summon Eagle Kings?
However, these are really rather minor issues. The flavor is top-notch.
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April 16th, 2009, 10:20 PM
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Private
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Join Date: Dec 2008
Location: Madison, WI
Posts: 40
Thanks: 12
Thanked 6 Times in 5 Posts
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
Rework heroes, got it. possible access to astral, right now one of their custom God chassis has astral as a predefined choice, but if I'm reworking the magic skills for the Master Harab hero as well I could switch it in there. Perhaps make him 3A2E3D2S? so a somewhat more powerful Harab Elder with Astral Magic instead of nature enough to summon the eagle king? Thanks for the feedback btw.
and the nature magic is just cause I like nature magic, and I made the mod for my own enjoyment first. Let me know how the trolls do in nation to nation combat, last thing we want is a group of five trolls taking out SCs.
Last edited by whiplashomega; April 16th, 2009 at 10:30 PM..
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August 1st, 2009, 08:26 PM
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Private
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Join Date: Dec 2008
Location: Madison, WI
Posts: 40
Thanks: 12
Thanked 6 Times in 5 Posts
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
Hey all,
Long time no update on here, but that was to be expected, following up on the last feedback and my own further play testing, I have made a number of additional changes to this mod. Most notably I added a couple new units and made some important balance changes, the Raptor Axe Warrior, a rather unremarkable unit which is basically the Raptorian Warrior with an axe instead of a sword, better damage, worse attack and defense. Then the more worthwhile wingless cloudgazer a rather unremarkable incredibly expensive astral mage, but it gives Harabatia non-pretender access to Eagle Kings. As for balance changes, Harab Trolls are now Capitol only, making them less feasible as a mid/late game weapon, other changes include reducing the magic skills and availability of some heroes removing the research bonus from the Eagle King pretender god. Besides that it was just some compatibility and house cleaning stuff. Full list of changes follows.
--change log for 1.03
--description fixes
--added Wingless Cloudgazer commander 2S, very expensive, no leadership (but provides access to astral that is pivotal for late game strat of eagle kings)
--made trolls capitol only
--created new start site, "City of the Trolls"
--removed research bonus for eagle king god form
--gave troll units forest survival
--renumbered units/start sites to remove between mod conflicts with Haida Gwaii and Mytheology
--reduced cost of Holy Father to 1 gem
--reduced and reworked magic skills for Master Harab, now 3A2E2S3D, also reduced leadership from expert to good and set max age to 75, removing older command and setting starting age
--made Great Seraphine a hero instead of multihero
--added Raptor Axe Warrior
--fixed an error in the description of the Arch Harab caused by a missing quotation mark.
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