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March 13th, 2008, 02:44 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
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Re: Tartanians
Lucky you
Seems I will be playing LA Atlantis in a team game about now. I'll keep my eyes open
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March 13th, 2008, 03:35 PM
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Captain
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Join Date: Dec 2007
Location: Minnesota, USA
Posts: 887
Thanks: 144
Thanked 40 Times in 36 Posts
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Re: Tartanians
Quote:
The vanir and the jotuns are still behind in the national summons race and should be looked over. I find it annoying that the old norse nations have recieved less attention than most other nations.
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KO - and you're from Sweden for gosh sakes!
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"I think, therefore I am" - René Descartes
"I yam what I yam" - Popeye
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March 13th, 2008, 05:58 PM
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Private
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Join Date: Jan 2008
Posts: 43
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Re: Tartanians
It sounds like something the modding community could comfortably address until KO and JK get on it.
Funny though, everyone just makes their own nations or pretenders.
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March 13th, 2008, 06:02 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Tartanians
There are some balance mods, and some "reimagined nation" mods, and an EA Machaka nation, and I did a small mod that added an Anansi giant spider pretender for Machaka... Other than that, it's probably because the nations all have their own themes and stories, and they are very strong. It's like, well, sacrilege... The Code of Illwinter is Law, and we are Not Worthy!
Oh, and the hero mods sometimes add or modify the national heroes, sometimes adding additional descriptions or links to other nations.
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March 13th, 2008, 06:02 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: Tartanians
There are variations of existing nations, like Ulm Reborn for example. The thing is that it's usually the new item graphics that pull people into trying out a mod nation. Just fiddling with some numbers doesn't win you friends among the players.
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May 11th, 2008, 08:29 AM
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Major General
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Join Date: Mar 2007
Location: Seattle
Posts: 2,497
Thanks: 165
Thanked 105 Times in 73 Posts
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Re: Tartanians
Perhaps people are reluctant to mess with existing nations because they feel they are "supposed" to be the way they are? Static vs. dynamic. When KO says T'ien Chi needs dragon kings, does that increase the probability that a modder will add dragon kings to T'ien Chi instead of creating a new nation around dragons?
-Max
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Bauchelain - "Qwik Ben iz uzin wallhax! HAX!"
Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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May 11th, 2008, 09:06 AM
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Captain
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Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Tartanians
Agreed.
My EA Machaka nation was mostly made to learn/test modding, without spending time making sprites, before making original ones for the Greyhawk mod (but I'm still so bad for making them, it's one of reasons I finally stopped this big project, with ugly sprites compared to Sombre or Amos ones, it's pointless to make nation mods nobody will use -even me I prefer to play with their beautiful works than to test my own mods :/ -).
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May 14th, 2008, 01:33 AM
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Corporal
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Join Date: Jan 2008
Posts: 55
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Re: Tartanians
Yeah,
Astral can summon imaginary creatures or creatures from another world.
Water can have a ritual spell to empower a unit with huge Def that last forever.
Earth creates some improved better golem
Fire or blood could have a kamikaze unit that sacrifices it's self to to kill a SC (like a Tartanian).
Nature could have a more powerful maggots for stronger mages (I do not think this is the best idea, but I am just giving possibilities)
Air could have a powerful spell that will blow the enemy army away (retreat)size negating.
What I am saying is every kind of magic needs a killer spell and/or to make diversity. It can't just be death that makes a army of SC.
PS: although in fairness wish is also a awesome spell
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life is like a hot tube it's good well your in it ,but if you stay in to long you get all wrinkly
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May 14th, 2008, 07:43 AM
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Corporal
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Join Date: Nov 2007
Posts: 78
Thanks: 1
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Re: Tartanians
Quote:
Exactly. It is rather comparing tartarians to summons from other schools. For example nature summons, that are well... pathetic?
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Hmm... I wouldn't call a Tarasque pathetic. With a great stat line, about 250 HP, regeneration, recuperation, poison cloud, etc. a simple astral empowerment is enough to complete the 'super beast' with luck and ethereal. With water empowerment you can even get the 'ultimate beast' with breath of winter and quicken self. Since you don't have to buy anymore equipment except two misc, it's not too expensive if you don't go for the 'ultimate' way. You don't even need a high construction for that.
I used Tartarians too, and sure they are powerfull, but after a few fights you can rename them to 'Affliction Lord'. I think I prefer the Tarasque.
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May 14th, 2008, 08:17 AM
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Corporal
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Join Date: Jan 2008
Posts: 163
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Tartanians
Have you tried to put a regen ring on a Tartarian? They get quite less aflictions with it.
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