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  #1  
Old November 8th, 2006, 07:47 AM
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Default Re: New Nation: Teutanion

Nice mod. I like everything from the concept to the graphics.
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  #2  
Old November 8th, 2006, 08:14 AM
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Default Re: New Nation: Teutanion

Excellent nation but perhaps a little too restricted in magic even for late age (especially with all mages capital only). Adding an elemental random (say 50% AEFW or even 10%) on all mages, allowing some use of cross-path spells and items, would be a good idea IMO as well as a non capital only mage to make research easier (with 1 pick, random elemental or eventually astral or nature). With all mages capital only princes will probably never be recruited.
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Old November 9th, 2006, 07:41 PM
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Default Re: New Nation: Teutanion

Boron, I envy the MTW2...

NT Jedi, I dunno, the fish just seemed particularly vengeful at the time.

Endoperez, thanks for the detailed critique and kudos. Your comments and suggestions helped me a great deal in improving some of the Dom2 mods I made earlier in the year. The wizards' descriptions suggest those aspects of their personality to tie each of the colleges in with one of the cardinal virtues of Catholic philosophy. For whatever reason I imagined the red wizards being the arbiters of justice. I'll make the tweaks to the brown wizards, halberdiers, and foot knights. I intended the Colossus to be an earth magic version of the Sacred Statue, giving Teutanion a unique, immobile, high-dominion pretender. I had thought about allowing it to move and fight, but not leave the capital as you suggest, but to be honest was too lazy to draw another sprite for it... I may change this in a later version. As for the high king, I wanted him to come into the game already in old age. I imagined Sean Connery as an elderly but strong crusader-king (read Richard the Lionheart in Robin Hood: King of Thieves) and built the unit on that idea. He takes up the sword again in his old age with the coming of the god in order to seek an honorable death on the battlefield before the advance of time claims him.

To those who think the mages are too restricted, you are probably right. I haven't had a lot of experience with Late Ages games (a terrible fault since I'm making a number of nation mods for the Late Ages), and I got hung up on the idea that LA nations were supposed to be magic-poor. Endo and Twan's suggestion for a low-level elemental random mage recruitable in all fortresses will be implimented for v1.1.

What is the proper command for patrol bonuses?
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Old November 10th, 2006, 11:36 AM
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Default Re: New Nation: Teutanion

I suggest you test out LA Man. Chelms is a wonderful concept, full of wacky randoms on non-mage commanders that also happen to be good for leading armies, work well as spies, etc...

There doesn't seem to be a command for patrol bonus. You can still give it by copying (#copystats) something that has it, like a Forester of Man, or Eye of the Lord from Machaka.
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