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  #1  
Old March 17th, 2005, 12:31 AM
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The_Tauren13 The_Tauren13 is offline
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Default Re: Nation Mod Release: Gollarn

The Bat Riders really need a commander to excercise their full potential, and it would be nice to have a Guard Commander without stealth but with armor. Dunno if its possible to add new commanders with the modding tools, though, as Ive never done any modding...

The PD is about as worthless as that of Machaka... even worse if the enemy has any ranged units. At least it does get a mage at 20, though.
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  #2  
Old March 17th, 2005, 12:54 AM

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Default Re: Nation Mod Release: Gollarn

Quote:
The_Tauren13 said:
The Bat Riders really need a commander to excercise their full potential, and it would be nice to have a Guard Commander without stealth but with armor. Dunno if its possible to add new commanders with the modding tools, though, as Ive never done any modding...

The PD is about as worthless as that of Machaka... even worse if the enemy has any ranged units. At least it does get a mage at 20, though.
It is quite possible to add more commanders, my reason for not having a flying commander was that I didn't want bat rider only stealth squads to edge out other gollarn stealth forces. Having an armoured commander couldn't hurt though. The PD seems ok as it is, as you say other nations have weak PD as well (I only use 1-2 points 90% of the time anyway).
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Old March 17th, 2005, 01:48 AM
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Default Re: Nation Mod Release: Gollarn

Interesting and innovative so far. I'm not really an expert on costs so I won't say much, but how did you determine the cost of the Clay Spirit pretender--to me, at first glance, he seemed a bit cheap at only 20 creation points.

<< Edit >>
Oh! I figured out (exactly) what the problem with the newlines in the summaries is. The standard newline sequence CRLF (stands for Carriage Return, Line Feed from a standard typewriter) on Linux (i assume) is LFLF or a sequence of (hex) 0A0A. Most editors produce the standard carriage of 0D0A. Use 0A0A (if you like hex editing or have a program that allows this) instead to insert the linefeeds.
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  #4  
Old March 17th, 2005, 02:26 AM
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Default Re: Nation Mod Release: Gollarn

Sounds awesome, but... is the link broken for anyone else? I can't download it.
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Old March 17th, 2005, 02:31 AM

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Default Re: Nation Mod Release: Gollarn

Quote:
Verjigorm said:
Interesting and innovative so far. I'm not really an expert on costs so I won't say much, but how did you determine the cost of the Clay Spirit pretender--to me, at first glance, he seemed a bit cheap at only 20 creation points.

<< Edit >>
Oh! I figured out (exactly) what the problem with the newlines in the summaries is. The standard newline sequence CRLF (stands for Carriage Return, Line Feed from a standard typewriter) on Linux (i assume) is LFLF or a sequence of (hex) 0A0A. Most editors produce the standard carriage of 0D0A. Use 0A0A (if you like hex editing or have a program that allows this) instead to insert the linefeeds.

He may be a bit over-cheap, but I think the lack of slots, mostly bad stats (for a pretender) and high magic path cost limit his use as anything but a bless pretender (which gollarn can't use as it stands...). Thanks for the tip about the summary.

EDIT: The link works for me, I'm not sure what the problem is.
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Old March 17th, 2005, 04:25 AM

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Default Re: Nation Mod Release: Gollarn

I think the mod overall looks very cool. It is extremely unique. Just here to say it is very cool. Also, there are two "and"s in the Giant Bat Rider text right next to eachother.

The Depth Mind is, by the way, in my opinion one of the coolest pretender ideas ever, mod or not.

EDIT: Also, the Clayformer, in my opinion, ought to be capital only. In a Faerun game or similarly large map, a hugh gold income + some castles = massive gem income. Plus, you can convert earth gems directly to gold, so you can explosively grow your earth gem income after a time.
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  #7  
Old March 17th, 2005, 11:14 AM
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Default Re: Nation Mod Release: Gollarn

Quote:
moodgiesanta said:
Plus, you can convert earth gems directly to gold, so you can explosively grow your earth gem income after a time.
This is only true if you've found an alchemist site, or have the alchemist's stone, as a gold cost of 400 means that their upkeep is 13.3, which is 3.3 more than the 10 gold you get from each earth gem.
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  #8  
Old March 17th, 2005, 01:41 PM
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Default Re: Nation Mod Release: Gollarn

One could also look at it as reverse alchemy 13.3 gold to 1 gem (less research/casting abilities of course). I agree with the cap-only restriction. Their usefulness is extraordinary--no one else has such a thing, so it should probably be confined to a single province.
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  #9  
Old March 17th, 2005, 01:53 PM

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Default Re: Nation Mod Release: Gollarn

Quote:
moodgiesanta said:
I think the mod overall looks very cool. It is extremely unique. Just here to say it is very cool. Also, there are two "and"s in the Giant Bat Rider text right next to eachother.

The Depth Mind is, by the way, in my opinion one of the coolest pretender ideas ever, mod or not.

EDIT: Also, the Clayformer, in my opinion, ought to be capital only. In a Faerun game or similarly large map, a hugh gold income + some castles = massive gem income. Plus, you can convert earth gems directly to gold, so you can explosively grow your earth gem income after a time.
Thanks for the feedback, from everyone's comments here is what I'm thinking for the next version:

*Depth Diver again sacred, possibly a cost increase to go with it.

*Switch clayformer and watcher of the depths capital only status.

*Possibly change watcher of the depths paths to 2E1S1B and
two linked sorcery randoms.

*Make Raider 9 gold.

*Fix bugs and typos.

BTW, anyone who can't make the attachment work, send me a PM and I will E-mail them the file.

EDIT: I updated the attachment with the changes.
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  #10  
Old March 17th, 2005, 06:13 PM
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Default Re: Nation Mod Release: Gollarn

Great mod.
Very innovative and unique.
I immediatly fell in love with the depth mind. very very cool :
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