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May 1st, 2004, 10:13 AM
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Sergeant
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Join Date: Feb 2004
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Re: Carrion Woods Reanimations
Quote:
Originally posted by Chris Byler:
quote: Originally posted by Kristoffer O:
The same reason the god of Ermor is killing it's own people. The wrathful god of the carrion woods detest all life, human in particular. All that is living dies and kreeping growth infests the flesh and bones of the living.
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Well, that's creepy and all, but killing one's own subjects is hardly an effective way to take over the world, unless you bring *a lot* of them back from the dead to fight for you. If you're the God of creeping death you gotta go with what you know. And I don't think the people you're killing are necessarily your subjects. They pay taxes but they aren't happy about it and then they die. I think like AE and SG Ermor, your dominion strength doesn't represent how many and how strongly people worship you. It's more like how many and how strongly people fear you. Worshipping you or fearing you both keep people thinking about you and thus make you stronger. Fear and respect are just different means to the same end.
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May 10th, 2004, 02:25 AM
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Sergeant
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Join Date: May 2004
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Re: Carrion Woods Reanimations
Been playing with Pangea carrion woods now.
Also have a shortage of nature gems, but plenty of death gems.
Some things I've been doing.
I use mound kings to round up all the undead spawning. Also keep a couple of mound kings around in provinces to prevent all carrion critters disolving if there's a combat.
I use revenants for research. They research as good as the carrion lady or dryad, but are cheaper.
I let the expensive pans cast twiceborn and send them of to die against the closest enemy in my dominion. They return as undead wight mages which I think don't cost any upkeep and they get +1 to their death level.
Quik question, do shape shanging stuff like twiceborn, transformation, lycanthrope amulet work on pretenders? If yes, my crone is going to be reborn  .
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May 10th, 2004, 05:04 AM
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Private
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Location: adfs
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Re: Carrion Woods Reanimations
Quote:
Originally posted by Cainehill:
Just why your own minions would be trying to resist your beneficial magic is ... baffling. But as it's easily negated by MR, _most_ of your creatures aren't affected. Not even the low level manikins, despite the spell description stating that it "makes the animating vines of most Manikin on the battlefield regrow at incredible speed"
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That spell does stink. It definately needs more penetration. "Magically powerful Mandragora may sometimes resist the spell." Phoeey.
[ May 10, 2004, 04:04: Message edited by: Slygar ]
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May 11th, 2004, 05:14 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
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Re: Carrion Woods Reanimations
Another weakness of Carrion Woods that should hopefully be corrected. The spawned carrion beasts need a recruited (Pan) or summoned commander in province with them, or... 40 carrion beasts will start dissolving when the province is attacked, even if there is PD, because the PD commander - can't command undead.
Contrast this will Ermor's SG and AE, where the themes each have an undead commander of PD.
Seems to me that Carrion Woods PD ought to be commanded by a carrion centaur, so that the carrion beasts that've been spawned aren't totally useless even for defense until they've been rounded up by an undead capable commander.
__________________
Wormwood and wine, and the bitter taste of ashes.
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May 11th, 2004, 06:12 PM
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Second Lieutenant
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Join Date: Feb 2004
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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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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
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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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