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March 25th, 2005, 05:03 PM
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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: Nation Mod Release: Gollarn
Ok, new version up. A lot of tweaks and polishing, a new national spell (had to steal telestic animation to make it) with tinkthank's idea.
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March 25th, 2005, 05:06 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Nation Mod Release: Gollarn
Er, do you mind if I ask what the tweaks are?
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
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March 25th, 2005, 05:27 PM
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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: Nation Mod Release: Gollarn
Quote:
Scott Hebert said:
Er, do you mind if I ask what the tweaks are?
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*immobile, cheaper trappers
*better att/def on many units
*lower stealth on assassins
*clayformer 10 gold less
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March 25th, 2005, 05:28 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Nation Mod Release: Gollarn
Grr. I liked the trappers mobile. 
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
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March 25th, 2005, 09:10 PM
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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: Nation Mod Release: Gollarn
Quote:
Scott Hebert said:
Grr. I liked the trappers mobile.
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I could not think of another way to keep them from displacing the roles of gollarn guards and raiders.
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March 25th, 2005, 09:12 PM
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Second Lieutenant
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Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Nation Mod Release: Gollarn
I guess. It's a hard task.
Of course, I find them all displaced by the Mind Enslaver. 
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
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March 25th, 2005, 09:54 PM
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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: Nation Mod Release: Gollarn
Quote:
Scott Hebert said:
I guess. It's a hard task.
Of course, I find them all displaced by the Mind Enslaver.
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While they are quite usefull, it takes time to build up enough of them that only they and their thralls are needed for expanding. And if you continue to focus on them instead of mages throughout the game, other players will not have much of a problem fighting you. I would certainly consider a price raise though, if they seem too much in MP.
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