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  #1  
Old March 12th, 2009, 07:04 AM

Sombre Sombre is offline
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Default Re: Hoburg Alliance SE *UPDATE*

Yeah if you like this mod you could basically take it over entirely. I'm sure no one would mind.
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  #2  
Old March 12th, 2009, 03:47 PM
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Fantomen Fantomen is offline
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Default Re: Hoburg Alliance SE *UPDATE*

I think I might do that. It would be a good way to learn modding. I´ll take a closer look and start a new thread when I made more updates/fixes.

Please post any ideas or thoughts on balance changes you might have.
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  #3  
Old March 16th, 2009, 07:52 AM

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Smile Re: Hoburg Alliance SE *UPDATE*

This is my favorite mod !

I'll try your patch tonight to see the effect of having various fortress type.

A thing I dislike in the original mod : the PD is extremely weak. Somehow I'd thought that Hoburg's PD should be strong/.
The way I see it they would try to balance their physicall weakness by having better organisation in their defense. Like global military training with pikes and crossbows for all adults ?
Maybe something a bit like the swiss army (maybee it's the crossbow thing again that alludes to Guillaume (Whilhem Tell)) or the US national guard ?
So I would see a larger PD force, but more important, with real value units. Base militia for Hoburg is the worst PD as it stands now...
I would even add free PD, like Tchen Chin !

I wished Hoburg cavalry had lances for first strike additional damage..

As a reminder of Master of Magic, maybe you could add slingers

Another funny idea would be to add a different kind of hero, sort of bilbo / frondon, with luck and a very high defence score. Or something like that..

By the way, what is your strategy for hoburg ? I always end up being drawn by all those 'recruitable everywhere' sacred. As they lack strength, I go fire, which is perhaps stupid, as the fire damage may not add much. Maybe I should go blood or death ? I also try to add water, as their defence is so high.
I try also to rely on crossbow guys, as they're cheap and seems to be the one to deliver the blow.. on paper..
But generaly I also get slaughtered very fast

What can we do with the mages that Hoburg has ? How does Nature helps them ?

Do you try for a stealth preaching strategy ?

Anyway good luck with the mod !
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  #4  
Old March 30th, 2009, 05:40 AM
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Default Re: Hoburg Alliance SE *UPDATE*

My strategy is based around two concepts and a water/astral bless.

The sneakers: The Erdefreunds, tierfreunds and hoburg militia. These units have great synergy as stealth raiders I think. Your Erdefreunds can stealth preach *and* cause unrest *AND* lay down earth buffs with earth boots/earthpower! Iron warriors is AOE 1 and each casting on size 1 hoburgs means 6 prot 20 tierfreunds quickened with twist fate and magical strong poison weapons. Support these frontliners with a host of high precicion slingers (the militia, yes there´s your slingers!) and destruction spam. Scales up to even greater nastiness with blood stones and marble warriors. Add in that these squads are dirt cheap and can pick their fights. Let your horticulturists tag along as self quickened, eagle eyed archers as soon as you get some decent bows forged.

The army: You have recruit everywhere sacreds in the wolkfreunds. High morale, defense(14>18 w bless), protection, shields and magic resistance(14>17 w bless) and twist fate. These are cheap enough and can hold the line even late in the game. From behind those your strong earth mages rips the enemies armor to shreds while your uncountable hordes of high precicion crossbows thickens the air with a deadly rain. Add in your nature component for eagle eyes(mandatory!) and charm, wooden warriors, relief, swarm etc.

You might get a A2 Vererht Obstgaertner for wind guide and/or F2 for flaming arrows.

Base prec 12 + Eye of aiming + Eagle eyes + Blade wind + Destruction = you do the math...

Stealth preaching is a workable strategy in itself too.

I haven´t gotten into the late game yet.
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  #5  
Old May 18th, 2009, 03:00 AM
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Default Re: Hoburg Alliance SE *UPDATE*

I have actually made an update of the Holburg mod for my own use but have not posted it in the forum before mainly because I did not know if Teraswerto would mind someone making changes to his mod, but also because I do not know how to create a zip file.

I am happy to upload it now that I know Teraswerto no longer visit these forums if someone could teach me how to create a zip file. Fee free to use my ideas if you like them (please note that I have also used sprites from Zepath without asking for permission since it was only for my own use).

What I did was to give it more strategic options and strengthened it on the margin since its low morale and HP can be easily exploited by a human opponent.
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  #6  
Old May 18th, 2009, 03:17 AM
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Default Re: Hoburg Alliance SE *UPDATE*

What unpacking program do you use? I suggest googleing "Winrar" and downloading it, if you lack one.

Once you have winrar installed, just select the files you want to zip, and press left-click to bring the menu up.

There should be an option "add to archive", select that.

From that point and onwards, it's quite self-explanatory.
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  #7  
Old May 18th, 2009, 07:02 AM
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Default Re: Hoburg Alliance SE *UPDATE*

Thanks for the instruction. Here it is.

P.S. I added the Brewer unit not just for thematic reasons, but to add complexity to this nation's strategy. The Brewer can be very valuable, but it is also very vulnerable to direct damage ritual spells as well as assassinations, and compete with another very valuable capital only mage.
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File Type: rar Holburg.rar (50.2 KB, 136 views)

Last edited by Ming; May 18th, 2009 at 07:11 AM.. Reason: added P.S.
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  #8  
Old May 30th, 2009, 02:00 AM
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Default Re: Hoburg Alliance SE *UPDATE*

Updated holburg.rar, mainly to incorporate Fantomen's fixes, but also corrected typos and tweaked some units. Wandering Sage is now capital only because Fantomen's fix changes the starting castle, making it much quicker to build new castles (and making recruit anywhere Wandering Mages a little too powerful in the early game).
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File Type: rar holburg.rar (52.0 KB, 145 views)
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  #9  
Old May 30th, 2009, 05:11 AM
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Default Re: Hoburg Alliance SE *UPDATE*

Quote:
Originally Posted by Ming View Post
Updated holburg.rar, mainly to incorporate Fantomen's fixes, but also corrected typos and tweaked some units. Wandering Sage is now capital only because Fantomen's fix changes the starting castle, making it much quicker to build new castles (and making recruit anywhere Wandering Mages a little too powerful in the early game).
I suggest that you start a new threat for this mod. Editable first page is a absolute must for a nation thread. Otherwise it can be quite a pain to hunt for the latest version of the nation.

A graphical preview is always a good thing too. If I recall correctly, amounts of downloads tripled when I added the graphical preview for the Alugra mod.
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  #10  
Old June 17th, 2009, 06:38 AM
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Default Re: Hoburg Alliance SE *UPDATE*

Thanks for the advice. I'll start a new thread when I update the file next time. Not sure how to do a graphical preview though.
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