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  #41  
Old April 30th, 2007, 06:24 AM
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Default Re: Gaea, Cradle of Forests (New Version)

Nice changes!

So much for cheesy massed long-range enslave mind using groups of nymphs during battle.

I will practically never use 5 nature gems to get 12 wolves. Compare to Call of the Wild, which I think is a bit pricey at 15N for 20 wolves and a werewolf who can summon infinite wolves at 3 wolves per month. Wolves are not very strong units - they have their uses but I think I would only tend to sometimes choose to use the new wolf pack spell if it cost 1 N or maybe 2N.
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  #42  
Old April 30th, 2007, 07:08 AM

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Default Re: Gaea, Cradle of Forests (New Version)

The next version of Vaettihiem has a spell calling 7+ wolves for 2 nature gems. I spam it quite a lot, but it's very hard for wolves to be overpowering at any cost.
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  #43  
Old April 30th, 2007, 12:24 PM
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Default Re: Gaea, Cradle of Forests (New Version)

The usage of Call of the Pack isn't so much getting the wolves as it is having a farsummon that is readily usable by the Nymphs (Nature 3). The spell is mainly intended to take provinces that have no or very little PD present. Getting the units after the fact is icing, or atleast that is the way I see it
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  #44  
Old May 1st, 2007, 01:33 AM
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Default Re: Yay! first to write about this!

Does it come with a leader wolf? Or do you have to combine it with something that gives a leader?
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  #45  
Old May 1st, 2007, 02:01 AM
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Default Re: Yay! first to write about this!

It comes with a leader werewolf just like Call of the Wild. It seems the monster you put in the damage field determines your commander when you create a farsummon.

If you put the unit number for the wolf, you get a werewolf commander. My guess is that it works the exact same way with other farsummon spells that have units and a unique commander.

Also, Call of the Pack is more effective in forests, just like Call of the Wild, once again I think this is determined by the unit you put in the damage field.
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  #46  
Old May 3rd, 2007, 07:59 PM
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Default Re: Yay! first to write about this!

A new version of this mod will be up soon with a fix to the headslot issue introduced in 3.08.
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  #47  
Old May 3rd, 2007, 09:48 PM

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Default Re: Yay! first to write about this!

What's so wrong about two-headed Dryads? lol
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  #48  
Old May 7th, 2007, 02:20 PM
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Default Re: Yay! first to write about this!

Dryads have lost a head!
3.08 compatible version is attached to the original post, enjoy!


I will be working on an overhaul of this nation in the future. I plan to replace the in game graphics and some of the exterior graphics with new custom graphics, as well as adding more summon units and tweaking some existing spells.
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  #49  
Old June 24th, 2007, 08:49 PM

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Default Re: Yay! first to write about this!

Without combing the thread for spoilers, am I supposed to not have any commanders with map move AND magical leadership?
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  #50  
Old June 24th, 2007, 11:44 PM
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Default Re: Yay! first to write about this!

yup . I will give you a hint though. Summon Nymphs and have them "persuade" commanders to join your forces. Since you did not want to read through the thread, the nation is supposed to play different than any other nation and be very challenging for a human player. The AI ignores the 0 map movement and plays this nation quite well if you want to use it as an enemy in SP games.

P.S. The Change to swarm pretty much broke one of the national spells as far as balance goes. When I update the graphics and overhaul the spells, I will be fixing that.
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