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  #11  
Old April 28th, 2008, 12:20 PM

Sombre Sombre is offline
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Default Re: Conceptual Content Mod

Some of those ideas are very nice and have legs.

I'll give MA Mict an atlatl unit (longrange javelin) I think.
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  #12  
Old April 28th, 2008, 01:45 PM

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Default Re: Conceptual Content Mod

I would give to all Mictlans [or maybe to even all bless nations] better non-sacred to at least give somewhat viable non-bless strategy.
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  #13  
Old April 28th, 2008, 04:15 PM
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Default Re: Conceptual Content Mod

Yes, especially for MA Mictlan! They should have something that makes them special - and more advanced than EA/LA, too. Probably some sort of cavalry?
As for Eriu - they certainly should get chariots! It's Ireland-based, after all!
MA Arcoscephale... probably cavalry OR some sort of sailing/amphibious unit?
Broken Ermor - the idea of something similar to Nightmares is probably the best... but they shouldn't be called Kataphraktes, Equites with some epithtete would be fine.
Pythium - maybe light cavalry?
Man... don't know. Foot Knight, maybe?
Ulm - they would be best served by getting some more mobile troops. May be even mounted crossbowmen?
Marignon - don't know. An idea of guard of House of Fiery Justice is tempting... but it makes Flagellants obsolete. And what this House would be more in need of is troops with Patrol bonus! Could some be devised?
MA Mictlan - as I've said, maybe some Araukan-based cavalry? Or, say, Crocodile warriors?
Tien Chi - has it all. And Shao-lin monks would be too much...
Machaka - maybe stealthy troops? There were also various leopard cults, etc. Or, if spiders remain the main theme, they could use some quick-climbing troops with siege bonus...
MA Agartha - something like miners? or chakram throwers (these could be missiles best suited for underground combat, actually)?
Abysia - don't know. As they have no close analog... Chariots??
MA Caelum - also don't know. Maybe some other animal besides Mammoth? Say, weaker but faster?
C'tis Miasma - maybe Poor Amphibian troop/mount? Or some non-capital missilers (Boomerang, for example - good range & damage, but few ammo)?
Pangaea Age of Bronze - maybe Centaur Chariot? Or missile-armed Minotaurs (say, javelins)? Or Satir Slingers?
Vanheim - maybe some missile troops besides javeliners? axe throwers?
Jotunheim - Vaetti archers?
Bandar Log - Chariot Archers? Mounted Bandar?
Shinuyama - Kappa with other weapons? Dai Bakemono with paired weapons but lighter armor?
Atlantis - no idea at all.
R'lyeh - human acolyte/cultist in land forts? Maybe warriors of some degenerated tribe?
Oceania - maybe some harpoon throwers?
Eriu - see above: chariots. Plus possibly sacred bulls!
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  #14  
Old April 28th, 2008, 06:45 PM

VedalkenBear VedalkenBear is offline
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Default Re: Conceptual Content Mod

C'tis could use a troop or two that could be used with their Poison Slingers.

Sinuyama: Give them a unit like the Syuten Do(o)zi. Since the won't just scrap the nation....
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  #15  
Old April 29th, 2008, 01:05 PM

Edratman2 Edratman2 is offline
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Default Re: Conceptual Content Mod

Two level one priest/mages for each nation: 1 with a single 100% random elemental and 1 with a single 100% random in sorcery. Gives all nations a shot at non-national paths, but doesn't make it easy.
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  #16  
Old April 29th, 2008, 01:18 PM

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Default Re: Conceptual Content Mod

Endratman2:

That is a serious topic.
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  #17  
Old April 29th, 2008, 02:00 PM
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Default Re: Conceptual Content Mod

There was a mod like that, already. It was something about guilds...

Or perhaps it was for DomII.

I can't remember any more details about that, but that sounds as a feasible project, but probably not as part of this one.
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  #18  
Old April 29th, 2008, 02:19 PM
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Default Re: Conceptual Content Mod

Another thought: a possibility for positive-event spells for some nations, such as Arcocephale, Pythium, etc.
Plus, for Pythium & Marignon, at least, it would be thematic to get specific spells for their priest-mages (Astral-Holy & Fire-Holy, respectively).
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  #19  
Old April 29th, 2008, 02:26 PM

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Default Re: Conceptual Content Mod

Quote:
Edratman2 said:
Two level one priest/mages for each nation: 1 with a single 100% random elemental and 1 with a single 100% random in sorcery. Gives all nations a shot at non-national paths, but doesn't make it easy.
That's not really what this mod is about, since it would be a pretty huge change. It might make an interesting mod on its own though.


Quote:
VedalkenBear said:
C'tis could use a troop or two that could be used with their Poison Slingers.
Bog beast cavalry ;]

Of your other ideas I rather like:

Marignon: Fire-resistant 'Guardian of the House of Justice' or maybe 'Justiciars'.

Machaka: A sacred troop that costs <100g. Poison Resistance would probably be the way to go. Perhaps give them a weapon that has a secondary effect of webbing the target? Hrm, basically sacred Bane Spider troops, it seems.

Caelum: A hybrid melee/ranged unit. That way, they could use hold/attack much better, and leverage the good precision Caelum gets on most of its units.

The Pythian communion troops wouldn't really work out. I had an idea for MA Pythium - Vanrangian Guard - Heavy Infantry Vans drawing inspiration from the ceremonial Varangian guard of byzantium. I'm thinking mapmove 1, castle def bonus, patrol bonus possibly, axes, overpriced to represent their rather ceremonial nature.


Wrana:
I think KO would like Mictlan to remain an infantry nation.
I like the idea of chariots for Eriu.
Tienchi fighting monks might be interesting, but there's no shortage of possibilities for TC.
Machaka can't have any lion based units because of the upcoming EA Machaka, but something like a Leopard or Hyena themed non sacred troop would be interesting. I'll look up some unusual african weapons too.
Bandar Log could perhaps do with an elite bandar infantry, since they are all about the bandar basically.
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  #20  
Old April 29th, 2008, 02:33 PM
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Default Re: Conceptual Content Mod

Quote:
Edratman2 said:
Two level one priest/mages for each nation: 1 with a single 100% random elemental and 1 with a single 100% random in sorcery. Gives all nations a shot at non-national paths, but doesn't make it easy.
I've made a mod like that for middle age nations (it adds 2 recruitable mages with sorcery or elemental randoms).

It's there : http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1

(made 6 or 7 patches ago, I'm not sure it work correctly with actual version)
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