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Old July 10th, 2010, 09:20 PM

jfp3 jfp3 is offline
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Default Re: EA Game: Where are the Gnomes?

Is there a mod out there where Indy's are creatures like from your standard Middle Earth scenario?
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Old July 11th, 2010, 12:49 AM

chrispedersen chrispedersen is offline
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Default Re: EA Game: Where are the Gnomes?

Elephants suck on MR. Soul slay is a classic way to take care of pachyderms. So are size 6 critters they can't trample.
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Old July 11th, 2010, 05:19 AM

Knai Knai is offline
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Default Re: EA Game: Where are the Gnomes?

By which we mean about three whole crushers who hold off the elephant army while a few mages blast them from the back lines. Or, if you are too cheap for that, a whole bunch of slingers or archers blast them from the back lines. Soul slay is a great spell, if you have Panic you are even better off, elephant retreats are hilarious.

Of course, there are ways around any of this. The crusher strategy stops working once your opponent starts bringing in the mages and giving the elephants flight en mass, anyone able to cast soul slay is able to be on the receiving end of magic duel, slingers or archers are rendered largely irrelevant by stone skin, iron skin, whatever, and Panic can be held off by a priest spamming Sermon of Courage, assuming you don't have someone there capable of using Fanaticism instead.
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Old July 11th, 2010, 09:58 AM
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Stavis_L Stavis_L is offline
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Default Re: EA Game: Where are the Gnomes?

Quote:
Originally Posted by jfp3 View Post
Is there a mod out there where Indy's are creatures like from your standard Middle Earth scenario?
You can use map editing to add whatever defenders you like (that are in the game.) This includes gnomes, dwarfs, lizardmen, trolls, goblins (bakemono and vaetti), elves (Sidhe and Tuatha), etc.

You can't mod the poptypes though (only choose from the available list), so once you defeat the defenders (say, a pack of gnomes) so if there's no matching poptype then you'd still be left recruiting e.g. standard light infantry.

The non-human poptypes (from Edi's db) are:

Tritons (various options)
Raptors
Lizards
Hoburg (various options)
Shamblers
Vaettir (optionally + Trolls, Dwarven Smiths, or Svartalfs)
Ichtyids
Asmeg
Mermen
Atavi (ape-men)
Pale Ones (Agarthans)
Cavemen
Kappa
Bakemono
Ko-Oni

Also using Map editing commands, you can add certain magic sites that allow recruitment of additional non-humans. Check out the magic sites tab of Edi's DB.

The SemiRand project is an attempt (in part) to create provinces where the recruitables (via either setting the poptype or the magic sites) match the defenders. In addition, some of the custom "Scenario" style maps out there do this too.

Check out the utilities in Ballbarian's .sig if you're interested.
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Micro-mods by me you might find useful:
Brainless Soulless - a fix for Life after Death/Ankh "exploit", Bogarus Scout Fix
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