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September 25th, 2008, 01:15 PM
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Corporal
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Re: New nation : Shangri La, Hidden City of the Secret Masters
Ok for crossbows, I think it's not unthematic, but for yacks, I keep on thinking that they NEED to eat, it's just that they don't eat a lot : in a starving army, yack will still have to eat, and can suffer from starvation if there is absolutly no food (for example sake, let's say we are in a province with death scale at 3, scarse population, almost no food and a BIG army), so YES they can feed extra people, but they can die from starving because there is no grass to graze on, and even if their riders eat better than their fellow soldiers, they still don't have much to eat.
So, I think I will give 'em supplybonus instead of NNE...
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September 25th, 2008, 06:21 PM
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Re: New nation : Shangri La, Hidden City of the Secret Masters
That actually wasn't my suggestion, Sombre, that was from Nounours.
I'm aware of the poison bug-as I'm involved in making African mods, I have to be (Aksum historically didn't use poisoned weapons, so I only gave one to their scout, who's a foreigner, but most African nations seem to have used poison arrows, javelins, even poison swords. The Razor wife's 'Ida' sword, I originally considered making poisoned, since Idas were not only razor sharp, they poisoned them *and* coated them with hot pepper oil, which, as you can imagine, made for a pretty awful wound.).
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September 26th, 2008, 05:01 AM
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Re: New nation : Shangri La, Hidden City of the Secret Masters
I'd try dividing the poison damage and the arrow damage into two separate weapons-the arrow might do 3, 5, 7, whatever damage, which in the case of crossbows would be AP, while the poison weapon might only do 1 or 2 or 3 non-AP damage (depending on the bow used--or if you want to be really slick, the type of ammunition), and then add weak poison to the second weapon, but reduce the Precision for that one, so less poison would actually get through. So you'd have your first arrow calculating hits at say 10 Prec., while the poison element would be flying at 6 Prec, and not doing nearly as much damage, none of which would be AP, but when it *did* hit, it would automatically do Weak Poison.
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September 26th, 2008, 06:24 AM
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Corporal
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Re: New nation : Shangri La, Hidden City of the Secret Masters
In fact, I was planning to mod the poison as a secondary effect (#50, according to the mod manual), so, if I understand it well, units who are not harmed by the bolt will not get poisoned...
On the other hand, I really think that Chu-Ko-Nu should not be armor-piercing, due to the lack of power of lightweight bolts, which are quite uneffective against heavy armor.
BTW, I've finished modding Gangs Senge (Snow Lions) & Klu (water spirits, similar to hindu Nagas), and finished the sprites of Citipatis ("Lord of the cemetery", demons who have the form of dancing skeletons and punish thieves).
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It's better to be GoRed by a nature mage than gored by a boar...
Last edited by Nounours; September 26th, 2008 at 06:32 AM..
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September 28th, 2008, 04:55 AM
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BANNED USER
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Re: New nation : Shangri La, Hidden City of the Secret Masters
Quote:
Originally Posted by Nounours
In fact, I was planning to mod the poison as a secondary effect (#50, according to the mod manual), so, if I understand it well, units who are not harmed by the bolt will not get poisoned...
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No. Like I said before, the poison will ignore shields and armour, regardless of whether the arrow does. So long as the arrow lands on the unit the poison will hit, even if the arrow is parried by a shield.
So an Androphag archer is the perfect counter to Ulmish heavy infantry. Which makes no sense.
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September 28th, 2008, 06:50 AM
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Lieutenant General
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Re: New nation : Shangri La, Hidden City of the Secret Masters
Sombre is that so? isn't it because the poison in the game now is modded as secondary always effect?
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September 28th, 2008, 07:49 AM
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Re: New nation : Shangri La, Hidden City of the Secret Masters
Quote:
Originally Posted by Aezeal
Sombre is that so? isn't it because the poison in the game now is modded as secondary always effect?
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If I understood the bug correctly, secondary effect is handled as secondary effect always, or at least something pretty close.
Any way, it's impossible to mod poison arrows that aren't affected by the bug. Well, at least no as no one has managed to do it.
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September 28th, 2008, 08:18 AM
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Re: New nation : Shangri La, Hidden City of the Secret Masters
Adding poison as #secondaryeffect has exactly the same effect as adding it as #secondaryeffectalways.
There may still be a mod solution. I will look at it today, right now in fact, with chameleon skink poisoned blowpipes. I think if I have a weapon with secondaryeffect of a 1 dmg weapon with the poison as a secondaryeffect of that, it might work out.
Honestly though I think secondaryeffect will always take effect if the target is hit, whether it's parried or not or breaks prot or not. The difference being secondaryeffectalways doesn't require a hit, so a big aoe effect will still go off even if the projectile completely misses, or the sword swing is dodged by the def stat.
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September 28th, 2008, 10:23 AM
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Lieutenant General
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Re: New nation : Shangri La, Hidden City of the Secret Masters
ow that is what I thought to.. requiring a hit.. you where talking about parry and I totally forgot (and didn't know) what it was about.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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