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November 13th, 2006, 04:23 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: New Nation: Sanguinia
I know dominion spread needs to be limited to avoid massed vampires becoming a problem but only being able to preform blood sacrifices (no preaching) along with your best recruitable priests having only holy 1. However, if you can spread your dominion well then e9 (unequiped) vampire counts casting stoneskin are beasts (regen, immortality, insane prot, rapier and life drain, nice stats)
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November 13th, 2006, 06:39 PM
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Corporal
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Join Date: May 2004
Location: Ohio
Posts: 133
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Re: New Nation: Sanguinia
This mod is pretty cool, but I'm not sure why the assassin has a paralyze attack. Was it supposed to be a life drain? I'm still going through my test, so I don't see anything else yet. Thanks for working on this!
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November 13th, 2006, 06:47 PM
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Sergeant
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Join Date: Jan 2006
Posts: 216
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Re: New Nation: Sanguinia
Shovah32, not having a ton of experience with blood nations, I knew striking the right balance with a blood-obsessed nation would be tough. They have #dyingdom, #sacrificedom, and #nopreach for the very reason you mention -- massed vampires. That tactic was obvious from the start of making the mod and one I sought to prevent while still retaining the immortality of the vamps. My intent was to make the primary challenge while playing as Sanguinia to spread your dominion. Once you've convinced the people of the next province over to accept your god (by sacrificing their neighbors), then the vampires (with the kinds of insane power you mention) sweep in and slaughter the meek and weary.
Perhaps Bloodletters sould be Holy 2?
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November 13th, 2006, 06:52 PM
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Sergeant
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Join Date: Jan 2006
Posts: 216
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Re: New Nation: Sanguinia
Ihgalli, I gave the Death Dealers paralyze as an alternative to life drain on purpose. Since it's their task to stalk and murder individual enemies I thought it would be appropriate that they have the ability to make their targets seize up in the moment of action. Think of it as another poison at their disposal. This also gives them (slightly) more of a chance against tougher, mounted enemies.
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November 13th, 2006, 07:03 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
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Re: New Nation: Sanguinia
Were cool nation, I think it's very unique in a way that it has a pile of disadvantages coupled with advantages...hmmm, EA Agartha is also like that and I also like them a lot...
Say, this is based on Warhammer right?
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"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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November 13th, 2006, 07:07 PM
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Sergeant
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Join Date: Jan 2006
Posts: 216
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Re: New Nation: Sanguinia
Nerfix, yes it is roughly based on the Vampire Counts army from Fantasy Battles. (Teutanion was based on the Empire and Bretonnia.) I'm hoping to make a few more nations with similar inspirations. The next one may be a mix of the High Elves and Wood Elves, but I'm hoping to get some of kinks worked out of Sanguinia at the same time.
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November 13th, 2006, 07:32 PM
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Lieutenant General
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Join Date: Sep 2003
Location: Hyvinkää, Finland
Posts: 2,703
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Re: New Nation: Sanguinia
I'd love to see Chaos. 
__________________

"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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November 13th, 2006, 08:18 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Re: New Nation: Sanguinia
Frank is already working on Skaven.
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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