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  #31  
Old March 18th, 2005, 03:38 PM

quantum_mechani quantum_mechani is offline
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Default Re: Nation Mod Release: Gollarn

Quote:
Scott Hebert said:
I just wanted to comment...

WOW Enslave Mind is a hoot. I think those commanders are rather undercosted.

I'm kind of 'meh' on the rest of it, though... their troops aren't exactly the best in the world.
By 'meh' do you mean the price? Because in my (biased) opinion they have more troop variety than the average nation. I have noticed that many mods tend to come out far over powered, so I wanted to reverse this trend and make a nation that starts conservatively and work up from there. The spirit walker may well be underpriced, if it were possible I would make a lot more gollarn units capital only.
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  #32  
Old March 18th, 2005, 09:26 PM

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Default Re: Nation Mod Release: Gollarn

It's not the price, it's their crappy nature. Their 'best troop' is the entangling one, IMO. I haven't tried the burrowers yet, but their cost basically precludes an army of them.

The best strategy I've found so far is to recruit Spirit Walkers at every opportunity while using the Entanglers as a (quite effective) wall.

Don't get me wrong. I think it's a pretty fair nation. It's just their troops aren't much to write home about.

Would you like me to send the mod's commanders through my 'commander rubric'?
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  #33  
Old March 18th, 2005, 09:53 PM

quantum_mechani quantum_mechani is offline
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Default Re: Nation Mod Release: Gollarn

Quote:
Scott Hebert said:
It's not the price, it's their crappy nature. Their 'best troop' is the entangling one, IMO. I haven't tried the burrowers yet, but their cost basically precludes an army of them.

The best strategy I've found so far is to recruit Spirit Walkers at every opportunity while using the Entanglers as a (quite effective) wall.

Don't get me wrong. I think it's a pretty fair nation. It's just their troops aren't much to write home about.

Would you like me to send the mod's commanders through my 'commander rubric'?
Most of the troops are supposed to be used as stealth raiders, so I guess a good question to ask is: Do you consider the troops as good as Pangaea's stealth troops? I may lower the price a lot on trappers and make them immobile if they are becoming the main front line troops (which they shouldn't). As for the commander rubric, I would be interested to see the results, though you will just have to invent a price for mind enslave.
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  #34  
Old March 18th, 2005, 11:04 PM

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Default Re: Nation Mod Release: Gollarn

I don't use Pangaea's stealth troops.

Pangaea (base): Revelers or (more normally) Maenads.
Pangaea New Era: Dryad Hoplites are 'da bomb'.
Pangaea CW: Enh.

I'll run them through. Enslave Mind I won't ignore, but maybe I'll just skip that guy.
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  #35  
Old March 18th, 2005, 11:38 PM

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Default Re: Nation Mod Release: Gollarn

Quote:
Scott Hebert said:
I don't use Pangaea's stealth troops.

Pangaea (base): Revelers or (more normally) Maenads.
Pangaea New Era: Dryad Hoplites are 'da bomb'.
Pangaea CW: Enh.

I'll run them through. Enslave Mind I won't ignore, but maybe I'll just skip that guy.
Hmm, thinking about it, I only use revelers and centaur warriors for stealth troops myself. Maybe boosting the stealth on slingers, raiders and raider commanders would help. Also the gem generator will be hard to price...
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  #36  
Old March 19th, 2005, 06:08 AM
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Default Re: Nation Mod Release: Gollarn

FYI, I don't think stealth level on non-commanders has any effect. You could test it, though.

If you want to boost small, Gollum-like units, defense skill seems like a logical choice to me.
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  #37  
Old March 19th, 2005, 02:20 PM

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Default Re: Nation Mod Release: Gollarn

Quote:
Saber Cherry said:
FYI, I don't think stealth level on non-commanders has any effect. You could test it, though.

If you want to boost small, Gollum-like units, defense skill seems like a logical choice to me.
The defense is a good idea, infact I might boost attack and defense by one across the board for gollarn infantry. Here is what I'm thinking for the next version:

*Fix summary.

*Make a national specific spell to summon a burrower commander, I was thinking of stealing either the Siege Golem, or Serpent Fiend spells to do this.

*Make trapper immobile, 4 gold.

*Reduce assassin stealth to +15.

*The aforementioned attack and defense boost.
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  #38  
Old March 19th, 2005, 07:55 PM
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Default Re: Nation Mod Release: Gollarn

This is a very nice nation. Not too powerful, but with a neat feel to it.

The trappers are insanely useful currrently, at least in the early game. I doubt they would be any at all if they were truly immobile. Is it possible to give them strategic movement but no motion on the battlefield? That might reduce their usefullness.
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  #39  
Old March 20th, 2005, 03:50 AM

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Default Re: Nation Mod Release: Gollarn

Quote:
Sedna said:
This is a very nice nation. Not too powerful, but with a neat feel to it.

The trappers are insanely useful currrently, at least in the early game. I doubt they would be any at all if they were truly immobile. Is it possible to give them strategic movement but no motion on the battlefield? That might reduce their usefullness.
I think they would still be useful immobile, at the right price. Imagine a enemy army coming to your undefended mage research fort. At 4 gold 1 resource, you can afford a lot of meatshield for your casters.
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  #40  
Old March 25th, 2005, 05:03 PM

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Default Re: Nation Mod Release: Gollarn

Ok, new version up. A lot of tweaks and polishing, a new national spell (had to steal telestic animation to make it) with tinkthank's idea.
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