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  #41  
Old March 25th, 2005, 05:06 PM

Scott Hebert Scott Hebert is offline
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Default Re: Nation Mod Release: Gollarn

Er, do you mind if I ask what the tweaks are?
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  #42  
Old March 25th, 2005, 05:27 PM

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

Quote:
Scott Hebert said:
Er, do you mind if I ask what the tweaks are?
*immobile, cheaper trappers

*better att/def on many units

*lower stealth on assassins

*clayformer 10 gold less
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  #43  
Old March 25th, 2005, 05:28 PM

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Default Re: Nation Mod Release: Gollarn

Grr. I liked the trappers mobile.
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  #44  
Old March 25th, 2005, 09:10 PM

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

Quote:
Scott Hebert said:
Grr. I liked the trappers mobile.
I could not think of another way to keep them from displacing the roles of gollarn guards and raiders.
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  #45  
Old March 25th, 2005, 09:12 PM

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Default Re: Nation Mod Release: Gollarn

I guess. It's a hard task.

Of course, I find them all displaced by the Mind Enslaver.
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  #46  
Old March 25th, 2005, 09:54 PM

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

Quote:
Scott Hebert said:
I guess. It's a hard task.

Of course, I find them all displaced by the Mind Enslaver.
While they are quite usefull, it takes time to build up enough of them that only they and their thralls are needed for expanding. And if you continue to focus on them instead of mages throughout the game, other players will not have much of a problem fighting you. I would certainly consider a price raise though, if they seem too much in MP.
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  #47  
Old March 25th, 2005, 09:58 PM
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The_Tauren13 The_Tauren13 is offline
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Default Re: Nation Mod Release: Gollarn

I dont think the spirit walker is unbalanced, simply because he is a commander. You are limited to one per turn, and only that to the exclusion of any other mages.
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  #48  
Old March 25th, 2005, 10:02 PM

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

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The_Tauren13 said:
I dont think the spirit walker is unbalanced, simply because he is a commander. You are limited to one per turn, and only that to the exclusion of any other mages.
You can always put down another fort and temple. Still, I'm not sure if they are any worse than, say, Pythium's communicants.
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  #49  
Old March 26th, 2005, 07:13 AM
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Default Re: Nation Mod Release: Gollarn

Do Spirit Walkers cost as much upkeep in their Spirit form as they do in their normal form? I seem to recall it didn't have the buyable form's gold cost in some version, but I'm not sure anymore.
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  #50  
Old March 26th, 2005, 01:04 PM

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

Quote:
Endoperez said:
Do Spirit Walkers cost as much upkeep in their Spirit form as they do in their normal form? I seem to recall it didn't have the buyable form's gold cost in some version, but I'm not sure anymore.
No, I think both have always had the same gold cost.
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