|
|
|
|
|
February 12th, 2008, 01:55 PM
|
|
Lieutenant Colonel
|
|
Join Date: Feb 2004
Location: Chicagoland
Posts: 1,266
Thanks: 18
Thanked 0 Times in 0 Posts
|
|
Call Tupilak/SEND Unfrozen!!!
This would be cool:
switch the way Unfrozen and Send Tupliak work (need to adjust cost, obviously):
Tupilak gets you a leader summons (assassin or not, I don't care)...
Unfrozen results in an enemy commander being attacked by all the units you currently get for the spell--that would be something!!! Multi-unit assassins!!!
They'd go away after their attack, obviously...
__________________
In strait places gar keep all store,
And burn the plain land them before:
Then shall they pass away in haste,
When that they find nothing but waste...
|
November 25th, 2009, 02:45 PM
|
First Lieutenant
|
|
Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
|
|
Re: Send Tupilak
I've sent a number of tupilut (sp?) lately and they've mostly succeeded at killing their targets. Weak commanders and strong mages alike have fallen to them. I consider it a good spell, though not an excellent one. Maybe I've just been very lucky....
|
November 25th, 2009, 02:49 PM
|
First Lieutenant
|
|
Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
|
|
Re: Send Tupilak
Hm, I now recall that I started playing LA Atlantis shortly after it was improved by a patch. Maybe that's why the spell is doing well for me?
|
November 25th, 2009, 04:12 PM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Send Tupilak
Att could/should be atleast 12. Giving it a high Cold Aura and an extra claw attack (and/or a Gore horn attack, since it's part reindeer?) wouldn't hurt anything, either.
__________________
You've sailed off the edge of the map--here there be badgers!
|
November 25th, 2009, 05:09 PM
|
|
Second Lieutenant
|
|
Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
Thanks: 22
Thanked 19 Times in 13 Posts
|
|
Re: Send Tupilak
i would like it with 1-2 more shapes
|
November 25th, 2009, 06:46 PM
|
|
General
|
|
Join Date: Oct 2006
Posts: 3,445
Thanks: 85
Thanked 79 Times in 51 Posts
|
|
Re: Send Tupilak
That's an interesting idea, especially if it's going to be an assassin you can actually keep.
I'll try to find time to read up on the lore.
LA Atlantis has a lot of interesting points where it could be improved. It's good now, but I think it could be better.
__________________
You've sailed off the edge of the map--here there be badgers!
|
November 26th, 2009, 04:12 AM
|
|
Second Lieutenant
|
|
Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
Thanks: 22
Thanked 19 Times in 13 Posts
|
|
Re: Send Tupilak
I'll see what i can do...
Tupilak gains +4 hp!(66)
Tupilak gains +2 prot!(8)
Tupilak gains +4 atk!(12)
Tupilak gains -2mr!(10)
Tupilak learns a new attack!(gore)
This is just a begin, i'll work on it more later.
Pantokrator, why do i feel i'm going to work a lot on this frong-fish dudes?
Last edited by Swan; November 26th, 2009 at 04:24 AM..
|
November 26th, 2009, 09:53 AM
|
First Lieutenant
|
|
Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
|
|
Re: Send Tupilak
I still don't know what y'all are on about. I just loaded a test game I made (for unrelated reasons) a while ago, and sent eight tupilut at miscellaneous enemy commanders. Six of them met generic human or triton commanders and won their fights pretty easily. One met a dryad, and killed her with some difficulty. One met a centaur, which promptly destroyed it.
These results match what I've seen in my present multiplayer game. Clearly, this is a spell that pretty reliably destroys unguarded commanders of low quality, and that can sometimes destroy high-level mages (ones who don't happen to choose good spells to defend themselves). It's pretty cheap, and its skill requirements are easily met by the only nation that can cast it. Since it can't reliably destroy high-quality commanders or well-guarded commanders, it's not a very good spell, as Earth Attack is. But unguarded low-quality commanders are often used to lead troops, or to support other mages, and so assassinating them is sometimes useful. What's the problem?
I'll tell you the real problem: Every tupilak I've seen so far has been in the shape of a bear. Even underwater, where the monster gets an underwater stats penalty! That's crazy! It's crazy enough that I have already reported it as a bug.
|
November 26th, 2009, 11:53 AM
|
First Lieutenant
|
|
Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
|
|
Re: Send Tupilak
Also: If the tupilak were to be improved, I think it would be more thematic to reduce its cost than to strengthen it. The unit is similar to a corpse construct or a soulless, and those units are pretty bad at fighting. It has lots of hit points and great strength--these attributes fit its description. High attack and defense values, even as high as 10, would not fit so well. But I think a lower ritual cost would fit--look how cheap Corpse Man Construction is! This isn't very much different from that.
|
November 26th, 2009, 01:46 PM
|
|
Second Lieutenant
|
|
Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
Thanks: 22
Thanked 19 Times in 13 Posts
|
|
Re: Send Tupilak
What i posted before was a just a quick fix for a unit someone called underpowered; now tha i have plenty of time i was thinking about 3 shapes, all with the same stat as it have now(ofc hp will be 21 each shape), maybe i'll change some weapon.
About underwater, a simple #watershape should fix it, but 3 sprite, all of them without something to modify as base are gonna take me a lot of time(plus i'm not so good at drawing from scratch) so what i was thinking was to write the code and hope for some goodheart modder to do the sprite work
|
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
|
|
|
|
|