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  #21  
Old April 8th, 2007, 08:41 PM
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Default Re: New Mod: Reign of the Vampiri

It's the "undead cant be blessed" bug. There is a mod fixing that somewhere on this forum.


Changed Rage's armor to Plate Cuirass.
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  #22  
Old April 10th, 2007, 07:56 AM
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Default Re: New Mod: Reign of the Vampiri

Slight price adjustment:

Tetsu Apprentice 10gp
Tetsu Veteran 13gp
Black Legionnaire 24gp

I believe now its more vanilla friendly.
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  #23  
Old April 10th, 2007, 08:36 AM

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Default Re: New Mod: Reign of the Vampiri

Hmm, well I'll mark it as such in the modlist in the near future. I think vanilla balance (or near about) will attract more people to the mod.
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  #24  
Old April 10th, 2007, 09:45 AM

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Default Re: New Mod: Reign of the Vampiri

Im not sure about vanilla balanced, those sacred vampire troops are pretty insane.
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  #25  
Old April 10th, 2007, 09:49 AM
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Default Re: New Mod: Reign of the Vampiri

This nation was so close to vanilla already there was no reason not to balance it further. Though, vampires are still incredibly powerful when it comes to independents. I cant change their stats without hurting the spirit of the mod. The only thing I can do is play with their price but the change should be within the limits of the formula I use for the rest of the units or I break the inner balance of the mod (meaning, you will only use 1-2 of the units in any given game like you do in vanilla. The more I balance it against vanilla the more I make it so.).

I cant resist my natural tendencies to overpower . So I wouldn't add it to the Mod List as balanced. I wish there was a way of giving vampires disease spreading ability (signifying their feeding on population) without making them unique or ethereal. I gave the troops Harvesters number but I guess it only works on leaders cause it didnt take.


My solution is: I removed natural protection from all vampires, but gave them 50% regeneration.
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  #26  
Old April 10th, 2007, 05:23 PM
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Default Re: New Mod: Reign of the Vampiri

Version 0.12

I believe this version balances the vampires.
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  #27  
Old April 10th, 2007, 10:43 PM

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Default Re: New Mod: Reign of the Vampiri

True that often vanilla favours using 1 or 2 of the elite units (usually sacreds). I try to keep variety in my mods by balancing the units only roughly to vanilla standards, but trying to make the nation overall no more powerful than an average vanilla one. That way you can keep variety but it won't be so easy to roll over vanilla opponents.
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  #28  
Old April 11th, 2007, 03:59 PM
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Default Re: New Mod: Reign of the Vampiri

Version 0.13

Lowered def,mr and mor on vampire units.
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  #29  
Old April 11th, 2007, 10:09 PM
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Default Re: New Mod: Reign of the Vampiri

Version 0.14

Changed Vampire(405) and Vampire Lord(404) stats and sprites (I think they look more like vampires now). I'll also change, in a later version, the Vampire Count(1019) and the Blood Marshal(1035).
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  #30  
Old April 12th, 2007, 11:40 AM
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Default Re: New Mod: Reign of the Vampiri

Version 0.15

-Changed Vampire Count(changed sprites, weapon as well as def, regen and cold res);
-Changed Blood Marshal(Ulm hero's def, regen and cold res);
-Added national spell(True Blood Master has the same sprite as Vampire and True Blood because those are essentially the same unit. If you cast Gift of Reason on True Blood it will become Master. As opposed to those two Vampire doesnt have domsummon. You will need very high dominion to get any True Bloods, thats why the Master has very low blood cost. If you dont count the domsummon he is just a weak commander);
-Thrall's cost is lowered to 9 gp.
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