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  #1  
Old March 30th, 2008, 05:34 AM

spirokeat spirokeat is offline
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Default Re: New Nation - The Shogun of the Dark

Thanks Saulot !

Tis now working. I also noticed 2 descriptions I missed so will upload a new version later today.
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  #2  
Old March 31st, 2008, 04:13 AM
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Default Re: New Nation - The Shogun of the Dark

mm, there's also a problem with the two Ronin

1st Ronin costs both more gold and res and is the same stats as the second, though by the looks of it, one of them should have a No Dashi instead of a Katana.

Bandits, have scale mail armor, yet they simply look the same as other banits with Ashigo armor or somthing, that and they do not have helmets.

Bandit leader is weilding a falchion, does that fit??

Ninja poisoners seem rather useless to me, I'd suggest to make a kind of weaker unit, and less gold and res demanding.

Make ninja spirits better, they are pathetic and cost 10 astral gems, they don't even have lifeless and cold resistance like most undead, If I remember correctly they had fists, they are not worth 10 astral gems.

other than that, the nation doesn't seem to be too unbalanced or dysfunctional.
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  #3  
Old March 31st, 2008, 06:37 AM

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Default Re: New Nation - The Shogun of the Dark

Yes, one should have a No-Dashi, looks like I missed a " mark. Fixed.

I want the bandits to be less equiped than other bandits, hence scale mail rather than full Ashigaru and no helmet. I may try to change the graphic a little to show this more.

The troop scaling concept was. Armoured with spear (bandit) and then skilfull with swords and then into the specialist ninja and finally on the skillfull and armoured Masters of Death.

Poisoners need looking at. They are using the woodsman blowpipe which doesn't seem to be very effective. The poisoners are meant to be shorter range but deadly missle combatants.

Will look at ninja spirits. They are intended to be between shades and spirit mastery. I may just have set the astral cost too high.

I also fixed Geisha, I had not set them to female...which basically meant there were lots of ugly lady boys running round trying to seduce commanders.

I've probably made the one hero I've done too powerful at the moment too but I'll see.

Thanks for the feedback Juzza. Will upload a fix for that lot shortly
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  #4  
Old March 31st, 2008, 11:06 AM
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Default Re: New Nation - The Shogun of the Dark

Where are your assassin researchers?


If a nations is supposed to have awesome assassins, and you actually want everything based on assassinations, their researchers should be assassins. Giving Ninja Assassin's 10% chance of a Death random and a small researchbonus would achieve this. It's not my mod, of course, but this has been on my mind ever since LA Abysia didn't get a cheap, sacred mage-assassin.
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  #5  
Old March 31st, 2008, 11:55 AM

spirokeat spirokeat is offline
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Default Re: New Nation - The Shogun of the Dark

The mod is themed for Ninja in general rather than the specific role of assassination, which ultimately anyone with a black heart can do.

Ninja Mystic, Poisonmaster and Bloodwalkers are all still Ninja albeit trained as Shugenja.

But it's worth a thought, I like your suggestion.

My problem at the moment is making the poisoners useful in light of general ninja use of Shuriken. I probably need to make an alternative Shuriken with a weak poison for the troop ninja to use and keep the current strong poison version on the commanders, when they use them.

Anyone know how to make a missle weapon's range based on strength. I can't see it in the mod manual.
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Old March 31st, 2008, 11:58 AM

spirokeat spirokeat is offline
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Default Re: New Nation - The Shogun of the Dark

Actually a second thought could be a random chance on any of the Shugenja Ninja skill lines, so the assassins are actually drawn from general ninja ranks rather than specific type of Ninja.

so 10% chance on either death, blood, nature or astral. with a small research bonus....

Hmmm, possibilities.
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  #7  
Old March 31st, 2008, 12:01 PM
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Default Re: New Nation - The Shogun of the Dark

If you look at the manual, Fire Bolas as listed as Range: -1 and is range: strength in game. However, the ranges allowed in modding start from 0. Thus it's impossible to mod ranged weapons whose range is based on strength.

Last edited by llamabeast; October 6th, 2010 at 02:00 PM..
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