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May 11th, 2004, 06:12 PM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 514
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Re: Carrion Woods Reanimations
If Carrion Woods is underpowered(Not sure on this point, myself), I'd rather not see it become Ermor MK II for the sake of balance.
I suppose it'd be more thematically appropriate to give it some sort of forest-only defensive dominion effect, in the vein of miasma/dark skies/lure of the deep. Or, if we want to make the woods really inhospitable, we could make one of the random reanimants an assassin, bound to the forest and unable to leave its home province/spend more than one turn away from a forest province/whatever. Officers vanishing left and right the moment night falls, that'll make any invader think twice.
If we want CW Pangaea to have enhanced offensive capabilities while retaining its style, we could always make said assassin a flying unit with 3 overland movement, so no forest is safe for those who'd despoil it.
Beyond that, scrying in forest provinces, friendly or otherwise, might be nice.
On top of all that some counterpriest mojo might be nice. It seems less appropriate than the alternative, since Pangaea has more problems with the industry of the outside world than with its faith, but it's definitely not completely out of character. An Anathema stylle battlefield spell, a Wild Hunt/Earth Attack style national spell which only affects priests of hostile faiths(Or priests without Nature magic) in forest provinces, and so on.
...
Assuming they're underpowered.
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May 11th, 2004, 06:27 PM
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Second Lieutenant
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Join Date: Feb 2004
Posts: 514
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Re: Carrion Woods Reanimations
Whoops. Bit off topic, wasn't that? My bad, thought I'd read the Last page of this thread, turned out I was actually on the second page.
To which that actually relates.
Sorta.
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June 9th, 2004, 07:32 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Carrion Woods Reanimations
Just a bump, this question never got answered. Also, has the Carrion Growth spell been fixed?
Quote:
Originally posted by odd_enuf:
i have a question about the reanimating formula for the unholy priests. In the write up linked below its listed as "unholylevel/2 +1dd2-1" but it doesn't say whether the first part of the fomula is rounded down or up. if its rounded down then carrion lords reanimate 1-2, ladies 1-2, and centairs 0-1. 2 ladies reanime 2-4, while 3 centairs (approx. the same gem cost) give 0-3, making ladies the best reamimaters. If rounded up centairs and ladies reanimate the same. So 5 centars would reanimate 5-10 per round, while 2 lords (the same cost in gems) would reanimate only 4-6 per round, making the centairs the best. so which is it?
odd_enuf
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June 15th, 2004, 02:57 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Carrion Woods Reanimations
Anyone?
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June 15th, 2004, 07:55 AM
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Second Lieutenant
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Join Date: Apr 2001
Location: Modena, Italy
Posts: 412
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Re: Carrion Woods Reanimations
There was a post by Kristoffer O. (but I'm not able to find it, that tell how the rounding are made by default in dom2). Gateway103 told me that are always rounded in the most friendly way for players.
bye
Liga
[ June 15, 2004, 06:59: Message edited by: liga ]
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June 15th, 2004, 07:58 AM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Thanked 92 Times in 43 Posts
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Re: Carrion Woods Reanimations
I believe Liga is right.
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June 16th, 2004, 02:09 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: Carrion Woods Reanimations
Thanks. Also, are there any plans to change Carrion Growth?
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