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  #1  
Old April 10th, 2007, 04:00 PM
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Default Re: Tir na n\'Og and Eriu

Changes to helheim are on the agenda. Some have been implemented. We're experimenting with glamour right now. Quite important as there is about to be another glamour nation.
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Old April 10th, 2007, 06:08 PM

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Default Re: Tir na n\'Og and Eriu

I see that Svartalfs are now capital-only. I presume this is for thematic reasons, because otherwise you wind up with a nation of little dark dwarves and a smattering of Vanir leaders. : ) I'm a little disappointed because I haven't found any other good recruitable-anywhere mages so far in my limited playing time, but I guess this will just be the motivation I need to try out some other nations. I guess Marverni and LA Agartha might be interesting.

-Max
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Old April 10th, 2007, 06:44 PM

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Default Re: Tir na n\'Og and Eriu

Quote:
Kristoffer O said:
Changes to helheim are on the agenda. Some have been implemented. We're experimenting with glamour right now. Quite important as there is about to be another glamour nation.
I'd love to see "strategic glamour" ie units not showing up on the stragic map, be limited to the dominion of the nation in question. That way, you don't want to venture into the territory of helheim, because they might be hiding anywhere, but if the vanir march into the desert, you would see exactly where they are. Thematic, and a bit more balancing.
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Old April 10th, 2007, 06:57 PM
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Default Re: Tir na n\'Og and Eriu

An aside on how undead animation appears to work:

The internal code supports unit-lists from which you can summon units. If you want to do this with spell modding, take a summoning spell and set the damage to -1 or -2 (depending on whether you want soulless or longdead), or -3 (if you want to summon the things you get from the Soul Trap). I haven't experimented fully but I would think this works for anything that takes a unit ID in place of a damage value. Those unit lists, in turn, can vary from nation to nation, which is why Animate Dead etc. gives different units for different nations.

So, for the wild hunt to work this way, the internal data on global 75 (the id for wild hunt) would need to be altered so that instead of making unit #780 and a bunch of whatever else, it made a draw from unit-list -X and a bunch of draws from unit list -Y. Those unit-lists could then be defined differently for different nations.

It could be done but it's a lot of work for Johan.

As for bonuses when casting spells - I believe that this bonus only exists as "spell #,bonus # of effects", and since Wild Hunt is a global, it can't have a # of effects increase. This I'm not sure of, though - might be code that enables discounts or something by spell ID buried in there.

--

Are there going to be a lot of tweaks or just a few?
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Old April 10th, 2007, 07:15 PM

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Default Re: Tir na n\'Og and Eriu

I enjoy ribbing on Helhiem as much as the next man, but to be honest I'm not exactly invested in doing more than that. It's a nation.

And I wouldn't like to see glamour itself acted against... it's just so damn /usefull/ as a game mechanic, as is. Strategic stealth and battle-field cloaking. Keep it in there so that it'll be available.
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Old April 11th, 2007, 12:23 PM
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Default Re: Tir na n\'Og and Eriu

There is currently no change to the strategic use of glamour. Although Jonathan's suggestion was quite nice from a thematic perspective.
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Old April 11th, 2007, 04:58 PM

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Default Re: Tir na n\'Og and Eriu

Does glamour disappear on a shield hit? The manual makes it sound like it should, but in practice it doesn't seem to. Hirdmen have a defense of 13 + shield parry 4, but the glamour seems to stay on until they take actual damage. Every once in a while the glamour drops without taking damage, but at a frequency which suggests that it's just a zero-HP hit.

-Max

Edit: I guess my point was that if glamour is being fixed anyway, this should be addressed too.
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Old April 12th, 2007, 01:15 PM
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Default Re: Tir na n\'Og and Eriu

I'm really excited about the Fomorians. I'm hoping decent, monstrous, evil giants who go south for the winter and don't have problems watching 3-d movies.

Nuada Airgetlam (Nuada Silverhand) would be an excellent hero for Tir'na'Nogu(a)a (or however we're spelling it).

Once the king of the Tuatha, he lost his position when his arm was cut off in battle against the Fomoeri, since you can't be king and be "unwhole in body"-kind of like the Masons.

He's got a replacement arm made from living silver, and a magic sword.

I'll be happy to provide more details if anyone's interested, but I don't feel like extensively researching it right now, since I just woke up and I've got a bit of a headache.
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Old April 12th, 2007, 01:22 PM
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Default Re: Tir na n\'Og and Eriu

It would be nice if the Fomorians got Ettins as national troops, since I'd guess that Tir'na's getting Fir Bolg, although admittedly, Ettins make nice independents and "monstrous creations", so it might be very appropriate to keep the two separated.

Still, I really hope we get some kind of giant monstrous sacred thing-beasty that can stand toe-to-toe with a Niefel-besides Basalt Kings, ofcourse. And really, intensely, wickedly evil, as Fomorians-I think-should be.

Please?
Pretty please?
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Old April 12th, 2007, 03:03 PM
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Default Re: Tir na n\'Og and Eriu

Have you guys read any of Michael Moorcock's later Corum books?

They've got these knights who have replaced their blood with pine-sap, People of the Pines I think they are called.

They thrive in cold provinces, they're cavalry, they wear heavy armor and have a natural prot of 12 (bark skin), as well as a lot of HP for a human sized unit.

I was going to add them as a national summon for Niefelheim, but since they fought Corum Silverhand, I think they'd be more fitting as Fomorian units.
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