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September 24th, 2007, 08:40 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Juzza\'s Works
Hey!!!
I just had an idea for another nation, (once I get inspired I'll work a week straight on it to get the beta done) it's inspired by the Fallout Series of computer games, by Interplay.
Current Overlook:
A world destroyed by chaotic powers, it's remaining people fled through a great portal into another world. Here once again faced by hardship they must overcome now the wrath of gods with powers that rivaled the very power that destroyed their world. Though the magic used to destroy the old world warped all the men from it. Some gained massive bodies with great physical strength, others barely touched by the magic, but still in some way tainted. Others still gained hugely expanded minds able to attempt to destroy others minds and the most powerful of all instead of being destroyed by the magic, absorbed it. Becoming warped and twisted, they no longer see the world in the same light and have placed a great creature as their own god and now, they join the other nations groping for ultimate power by winning the Ascension Wars.
(kinda still a draft, and I've yet to come up with a name...)
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September 24th, 2007, 01:28 PM
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Corporal
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Join Date: Jun 2007
Posts: 181
Thanks: 2
Thanked 12 Times in 8 Posts
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Re: Juzza\'s Works
Sounds good. I suggest cheap, strong creatures for the brutes.
Maybe even something like size 3, 20 hp, 20 Str and a greatclub. Give that an attack skill of 7 and you should be able to get it for 10 gp (though I'd more give it attack 8 and costs around 13).
You definitly need ragers. Nothing sais "Madman" like Berserk +3 (or more).
Or think about adding some mindless units (mindless don't need to be undead/lifeless. See Ry'leth Lobo guards).
The Expanded Minds could be Astral Mages and/or units wth a Mind burn attack (I'm haveing something like that in the mod I'm curently designing).
The Magic-Absorber could then be Mages with lot's of random variety. Check the Arcosphale Mystics.
Sadly, starting units with afflictions is not (yet?) modable, else feebleminded units could be interesting, too.
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September 24th, 2007, 06:55 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Juzza\'s Works
thanks very much for the input, I'm definitely gonna use some of those ideas.
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December 28th, 2007, 07:06 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Juzza\'s Works
I'm back to the forums muahahaha!!! and working on a new mod, slowly kinda, anyyway, I never got around to working on the falloutish mod, but! I'm onto a new one! this one is still in early stages and at the moment looking fairly cliche, considering it's a nature based mod.
At the moment they have:
Commanders:
Standard Druids
Bloodhenge Druids
Animists
High Riders (cheapish 40ldr rider with chainshirt, lightlance javelin)
Lizard Slaver (can gather slaves similar to mictlans slaves)
Witchdoctors
Units:
Green Rider (Cheapish lightcav with chainshirt, lightlance and javelin)
Centaur Cataphracts(bronze armour)
Lizardman (spear shield chainshirt)
Lizardman Falchionair (Falchion, chainshirt and buckler)
Both kinds of indi woodsmen
I don't wanna post anything yet, cause last time I posted it as I devolved no one cared when I finely finished it, anyway, thats about all I have, Lizardmen will be sacred and possibly centaurs as well, but most of all I need a good story/plot thing, otherwise I won't get much done!
And I'm open to suggestion!!
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December 28th, 2007, 12:28 PM
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First Lieutenant
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Join Date: May 2007
Location: Reading, PA
Posts: 724
Thanks: 93
Thanked 37 Times in 27 Posts
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Re: Juzza\'s Works
This might make the magic overpowering, but I would like to see a nation that has a good chance, with randoms of course, of getting up to 3S,3E,3D,3N and 2B. I don't mean all that on a single mage of course, but as a concept one mage with 2S, 2D, 1B with a 100% random of a S, D or B and 10 to 25% S,D,B and a mage with 2E, 2N, 1B(?) with a 100% random of E or N and a 10 to 25% E,N,B. These are not inconsistent with the outline of your personnel, but the combination may be a bit much. It would allow getting to level 5 or 6 and even higher in the 5 paths very easy with forging. But if you keep the mages without W, clam spamming would not be achievable and may balance it somewhat.
Just a thought based on my favorite magic path preferences.
__________________
Men do not quit playing because they grow old; they grow old because they quit playing.
Oliver Wendell Holmes
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December 29th, 2007, 02:24 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Juzza\'s Works
I would like to focus of all all aspects of nature and sort of paganism, in certain forms.
Moon - Astral
Forests, animals, beats and life- Nature
Natural Death - Death
Sacrifice - Blood
The Earth - Earth (most likely to be combined with nature, focusing less on earth)
Soo, it is quite possible I may put in some combinations like that, but for the high ones it's gonna cost, since this is in the middle age.
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