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Old February 22nd, 2007, 01:56 PM
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Default Re: New Mod: Blood Elves

Well, after I played it a bit more, the nature gems - as you stated - didn't seem that unbalancing. Most of my hamadryads ended up located in remote provinces, which would require either setting up a laboratory, or some circuit-rider commanders to go around and "harvest" the "hamadryad fruit". Which seems to fit in well with your theme.

I *did* end up compensating by setting blood-hunters where hamadryads were, and building laboratories there when I could afford them. That way my Pretender could easily pool their gems/virgins whenever.

Quote:
My head is in the Insectoid mod at the moment but if you have any ideas for the spell and if it doesn't clash with the concept I'll see about adding something like that.
Oh, how about:
- "Hatred of the Trees" - forests in enemy territories grow, and cause increasing unrest.
- "Bitter Fruit" - enemy units in friendly domains have a chance of horrormarking. Perhaps only in forest territories.
- "Forests Reborn" - forests grow in friendly domain. (still haven't played around with spell modding; but I assume that changing province attributes isn't possible anyway).
- Bind lesser horror. My mages are attracting horrors like flies in my test game; what better horror defense than a few tame horrors as guardians?


I also thought it might be an interesting idea to have a "sister" nation to the blood elves that was underwater.

At any rate, fun mod!
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