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Old March 6th, 2010, 03:54 AM

rdonj rdonj is offline
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Default Re: Kingdom of Angmar - Version 0.51 available

I've been very sick recently and haven't had much chance to play with the mod, but I do have a suggestion. Remove the reinvigoration from wolf riders and reduce encumbrance to 4. The reason cavalry has a fixed level of encumbrance is because the mount is getting fatigue, not the rider (or at least this is my understanding of that particular mechanic). Since it is the orc that's supposed to have the reinvigoration rather than the wolf, it doesn't really make sense for them to have it. Also, in the current implementation wolf riders are more or less e9 sacreds for no design points or bless requirement with their extremely heavy armor and low effective encumbrance.

Also, I think non-immortal nazgul is probably best. It makes the witch king extra special and having several free, powerful immortals seems overkill.
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Old March 6th, 2010, 10:52 AM

LumenPlacidum LumenPlacidum is offline
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Default Re: Kingdom of Angmar - Version 0.51 available

Sure, I'll give that a try. Do you think they'll really be a viable choice after that?

Also, I realized that one effective way to give Angmar a bigger army and still require them to pay for it with their early gains is by having national spells that summon the recruitables, just in numbers. I think a "Command the Pits" spell that gave you 12 snaga goblins for 1-2 gems would create the teeming masses of goblins that I'd envision for the nation. They would have the same upkeep, but you'd bypass their initial recruitment and resource costs. Also, the ability to lay down a few of these spells while under siege would be very scary, since an essentially unguarded fortress could be made to have hundreds of tiny little medium infantry scampering around everywhere in a couple turns.

I don't really want the snagas to compete for the gems that would be used for the wraith summons when I make those, so I'll probably make it a blood spell. This will allow really massive armies of goblins to be running around, while the orcs and angmar humans form an elite core of the forces. This is perfect. My only worries are to a) prevent this option from being completely overpowered, and to b) allow the snagas en masse to be a moderately effective idea throughout the mid-game also.

Is there some way to restrict a spell to being cast in a mountains province? Doesn't really make sense for goblins to just be springing up out of the plains.

Also, I'm working on adding summons for Barrow Wights. I'm thinking that S1D2H1 is good for them. Conjuration 4, probably. Passable combat stats, with fear +0, cold aura, and ethereality, probably rusty equipment. How many death gems would someone expect to pay for that? Somewhere between 8 and 15 is my guess.
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Old March 6th, 2010, 02:05 PM

rdonj rdonj is offline
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Default Re: Kingdom of Angmar - Version 0.51 available

12 snaga for 2 blood slaves would be insanely cheap. I would suggest no fewer than 1 slave per snaga, to be comparable to normal spells. I don't know exactly how much they should cost offhand, but take a look at the blood spells in skaven, or things like crossbreeding to get a feel for what they should think about costing. Also if you make them summonable like that they should cost even less. Say 4 or 6 gold, but with an artificial resource hike to make them less recruitable earlier. Just leaving the gold costs on the summons should be enough to keep them from becoming overpowered. Although that will make them much less attractive to use also.

Well, there are definitely spells that can only be cast in mountains such as jomon's yama no kami, but I don't know if there are any that you could copy to summon troops.

No idea how much the barrow wights should cost, I'd have to actually see them first.
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