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November 6th, 2007, 05:31 AM
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Re: Nation Mod - Tomb Kings - Released!
Apparently. Practically every single army I fought in that game had 20+ jaguar warriors.
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November 6th, 2007, 05:37 AM
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BANNED USER
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Re: Nation Mod - Tomb Kings - Released!
Are you sure they didn't have jaguar tribe warriors? There's a pretty huge difference.
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September 26th, 2008, 06:48 AM
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National Security Advisor
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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).
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September 29th, 2008, 03:02 AM
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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
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September 29th, 2008, 05:00 AM
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National Security Advisor
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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.
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September 29th, 2008, 12:20 PM
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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 
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September 29th, 2008, 12:30 PM
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National Security Advisor
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Re: Nation - Tomb Kings - Released!
 no worries.
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October 4th, 2008, 03:49 AM
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Re: Nation - Tomb Kings - Released!
I'm in a game right now where I'm enjoying a good deal of success with 9w/9s blessed buried and mad amounts of summons. Buried sorcerors almost seem like the primary battle mages, as everything you get is immune to poison and sulphur haze is a pretty useful low level spell for them. I'm trying to produce astral fire-casting tomb kings but that has been slow going due to needing huge numbers of earth gems for summons and not having a very large income of them. And most of them having at most one astral.
I'm a bit worried about the bone scorpions. Sacred, high health, high prot tramplers with fear. Ouch. I think the fear may be just a little bit too much on top of everything else. I actually had 4 of them absorb crossbow fire from about 40 ulmish crossbowmen (and who knows how many short bows) and take maybe 20 damage... granted they're not cheap, but they're definitely worth it. It's a good thing most of the summons are in enchantment, tomb kings with the well of misery would be nasty.
The Undying didn't seem to be working on them though. Does regeneration work on things that are burning? If not that would explain it. Also, do you happen to know if soul slay works on lifeless/undead things?
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October 4th, 2008, 04:52 AM
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Re: Nation - Tomb Kings - Released!
Great feedback, thanks rdonj.
Yeah, strong blesses seem to work quite nicely with the Buried. I think the tower shield gives them a sufficiently good defense that the W9 bless makes them pretty hard to kill.
Buried sorcerors are meant to be the main battle mages, since their paths make them quite effective in battle. I was intending, though, that the player would end up with a lot of priests, because of the divine spells. What kind of balance do you end up with? Do you find the divine spells useful?
Why do you want astral fires-casting Tomb Kings, and why do earth gems matter for them?
Bone scorpions - interesting. They are meant to be nastily powerful, but maybe I ended up underpricing them. And they should at least be killable with some effort. I'll have a play with them at some point.
I'd thought The Undying did work on bone scorpions. If not I don't know why not. I'd thought of using The Undying on powerful undead as a sneaky perk of the Tomb Kings. Casting it on Tartarians would be great.
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October 4th, 2008, 06:34 AM
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Re: Nation - Tomb Kings - Released!
At the moment, I'm building up buried and commanders for 3 turns and sending them out, most of the time it's 2 buried and a high priest, but in some of my forts I do 3 high priests. Earlier on I built more priests but the game is a ways in now and I have tons of them running around. I find the divine spells very useful, particularly Resilience as it brings buried from 4 to 13 prot, which is really useful. The Undying isn't really that useful on the troops but it's quite a bit better on Tomb Kings, scorpions and ushabti, especially for a nation with no native nature magic. Heal the dead is a bit hard to rely on as you can only script so far, and the ai would rather just cast revive dead when the scripting runs out. Strength of the Tomb has been bugging me though, the MR negates tag on it has made it pretty pointless to cast since almost every unit I have has 18+ MR when blessed.
I just like astral fire, it has a large aoe, does lots of an damage, plus with the high magic resistance on everything I'm using it's not very likely to do much friendly fire. Earth gems were a problem because I had an earth gem income of 7 for most of the game and I need to forge starshine skullcaps and crystal coins to be able to cast it since I've only gotten one tomb king so far with natural astral as high as 2. So it was tough trying to do that while summoning ushabti/anubites.
I'm pretty sure it does work, they do get the regeneration buff, it just wasn't healing the only scorpion that had taken damage in that battle and I think it was because it was on fire. I've seen it work on the other units, so I don't see why it wouldn't. Undying Tartarians would be rather nice. I don't think I'm going to get to play with them in this game though, I'm too close to winning. Maybe next time I'll focus less on enchantment.
Last edited by rdonj; October 4th, 2008 at 06:58 AM..
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