|
|
|
|
|
June 17th, 2008, 11:45 AM
|
General
|
|
Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
A quick thought about the general ogreish lack of a counter to Asp Archers. I don't think it would be too unreasonable to give the ogres partial poison resistance. Largely because of the fluff for butchers and slaughtermasters, but I think if they rate 100 poison resist regular ogres could maybe rate 50? Not sure how much that would've helped though.
__________________
"Easy-slay(TM) is a whole new way of marketing violence. It cuts down on all the red tape and just butchers people. As a long-time savagery enthusiast myself, I'm very excited about the synergies that the easy-slay(TM) approach brings to the entire enterprise." -Dr DrP
|
June 17th, 2008, 12:17 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
Partial poison res never seems to work properly for me. I agree you could arguably give Ogres some poison res, but I don't want to make them too strong. I'll think about it though.
|
June 17th, 2008, 01:43 PM
|
|
National Security Advisor
|
|
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
Quote:
Sombre said:
Partial poison res never seems to work properly for me.
|
I think the poison damage units suffer is some percentual part of the original damage they took, and resistance lowers that initial amount. The effect ends up looking as if the resistance helps you overcome poison faster than another unit, relatively speaking. That, or I totally misremember the whole thing.
|
July 12th, 2008, 12:42 AM
|
Corporal
|
|
Join Date: Jul 2007
Location: Georgia
Posts: 102
Thanks: 6
Thanked 0 Times in 0 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
I was just wondering is the scorpion hero supposed to have no magic or priest ability? In the description it sounds like it should.
|
July 12th, 2008, 04:36 AM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
I think the idea may be that the mage's (mage/priest?) power all goes towards running the scorpion construct, so he doesn't have anything left?
__________________
You've sailed off the edge of the map--here there be badgers!
|
July 12th, 2008, 04:49 AM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Nation Mod - Tomb Kings - Released!
He definitely does have magic, I just checked. I suspect this has to do with the current bug where if you have more than one mod running units start to have their magic paths stripped. It's new to this patch, and apparently it is going to be fixed next patch.
|
September 26th, 2008, 06:48 AM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Nation - Tomb Kings - Released!
Right, at long last, I've made an update (available from the first post). The overall objectives are to make the Tomb Kings a nation which makes heavy use of summons, which was always how it was intended, and also to fix issues like the Asp Archers being overpowered, and most commanders being unable to see in the dark. The changes are:
- You now get 5 anubites for 8 gems, rather than only 3 anubites.
- Anubites cost earth gems instead of death gems, which are always too valuable to spend.
- Anubite protection lowered from 18 to 16 - they are meant to be offensive units, and should not be able to hold a line too well.
- Servants of Horus buffed - higher hp (12->16), and reinvig 4 (the blessing of Horus).
- Servants of Horus only cost 8 gems for 4, rather than 10 gems.
- The Bone Scorpion now costs 18 gems, down from 20
- The poison on the arrows from Asp Archers is now mr-negates
- Asp archers now cost 16 gold instead of 17.
- Buried are no longer capital only, allowing non-archer based bless strategies
- Almost all non-undead units now have darkvision (the Servants of Horus being the exception).
|
September 29th, 2008, 03:02 AM
|
Private
|
|
Join Date: Sep 2008
Posts: 4
Thanks: 0
Thanked 3 Times in 1 Post
|
|
Re: Nation - Tomb Kings - Released!
Awesome Mod this is!!!
i love Warhammer based thingys ... but:
i have the problem that none of the specific spells show up in the spell lists under research!?
i play on pargannos map by llama, if that yould be an issue.
thanks in advance
HahnHolio
|
September 29th, 2008, 05:00 AM
|
National Security Advisor
|
|
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
|
|
Re: Nation - Tomb Kings - Released!
Hmm, they should do. I just checked, and they do for me. They are in Conjuration (starting at level 3) and Enchantment (starting at Level 0 with Summon Immortal).
The map shouldn't make any difference. Nor should using other mods in fact, but you could turn any others off just for a test.
|
September 29th, 2008, 12:20 PM
|
Private
|
|
Join Date: Sep 2008
Posts: 4
Thanks: 0
Thanked 3 Times in 1 Post
|
|
Re: Nation - Tomb Kings - Released!
ya, omg, i am dumb ...
i did not patch after the install ^^
was still running without any patch.
after patching, everything is fine ...
sorry for being lamo
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|