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  #71  
Old February 25th, 2010, 04:48 AM

kianduatha kianduatha is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

The Nightblade seems fun. Expensive, but fun.

Here's what I see as the problem--you only have a chance if people don't know anything about the nation. If they know that you have a nice early game(not as good as, say, Ogres though) but peter out early game for a while, people will just gang up on your large but weakly defended territory.

You have to hope that you blast out the gate faster than everyone else and that people don't then get worried and beat you down for it.

That being said, I'd rather see how it plays right now and buff as needed than create a monster. You're doing perfectly(and I'm breathlessly anticipating the Worg Riders).
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  #72  
Old February 25th, 2010, 06:59 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Rhudaur Savage (resource-cheap guys that hit hard but die in droves, most of your PD is made of these):


Up next is the Gundabad Warg Rider, though I'm having some trouble thinking of a good pose. Wolves seem more dynamic than horses to me, so I want a good one.
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  #73  
Old February 25th, 2010, 11:43 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Quote:
Originally Posted by kianduatha View Post
Here's what I see as the problem--you only have a chance if people don't know anything about the nation. If they know that you have a nice early game(not as good as, say, Ogres though) but peter out early game for a while, people will just gang up on your large but weakly defended territory.
I'm sort of hoping to make high PD a fairly good choice for the nation. The PD has lots of berserk guys with hatchets, and high levels of PD give a trampler that the nation can't get anywhere else. Finally, those tramplers are paired with an actual assassin commander, who has good stuff to hit enemy thugs. While it's definitely not going to protect against a concentrated offensive, I'm hoping to be able to make it somewhat harder to raid Angmar.

As far as I can tell, the real options for mid-game are some combination of powerful battlefield spells and thugging. I think Angmar's strength will lie in the thugging. I wonder how crazy it would be to have the Mount Gundabad site give Construction bonus: 20... it's the place where the dwarves were fashioned from the stone after all. That would provide a definite advantage for thugging.

Quote:
Originally Posted by kianduatha View Post
I'm breathlessly anticipating the Worg Riders.
Actually, the cavalry might have to wait until I can decide on some good stance for them. I've got 5 units left needing sprites:

Hill Troll
Rhudaur Chieftain
Rhudaur Shaman
Rhudaur Stalker
Gundabad Warg Rider
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  #74  
Old February 26th, 2010, 12:10 AM

kianduatha kianduatha is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

For the record, I'm about 90% sure the nightblade would just spam undead(and not very well) instead of actually engaging any thugs. Berserking guys with hatchets help, though.
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  #75  
Old February 26th, 2010, 12:31 AM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Hill Troll (That berserk is a whopping +8, meaning that it's pretty easy to dodge that greatclub until you piss it off, when it turns to 35 base damage at attk 18):


Incidentally, after the snaga, that's my second try at making a sprite from scratch. I think it's a vast improvement.
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  #76  
Old February 26th, 2010, 01:26 AM

kianduatha kianduatha is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

That is beautiful, and more able to take down thugs than I thought it would be. Ow.

Please say there's a medium level (blood?) summon to get a handful of those guys.
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  #77  
Old February 26th, 2010, 01:35 AM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

No, I think a summon to get the trolls can't really work in this era. They're there to beef up Angmar's ability to defend. Also, they shouldn't be able to travel long distances because of the whole petrified-in-sunlight thing.

When I do the LA version, Mordor, you'll have a blood ritual that creates Olog-hai, which are trolls which can walk out under the sun. They'll be better armed and just as pissed off.

The EA version, Angband, will have similar trolls as recruitables (I'm thinking they should have really low stats, but a HUGE darkpower bonus, to encourage you to bring darkness around wherever they go). What are all the things increased by darkpower? Strength, attack, defence, MR?
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  #78  
Old February 26th, 2010, 02:04 AM
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Default Re: Possible mod nation? - Kingdom of Angmar

Quote:
Originally Posted by LumenPlacidum View Post
. I wonder how crazy it would be to have the Mount Gundabad site give Construction bonus: 20... it's the place where the dwarves were fashioned from the stone after all. That would provide a definite advantage for thugging.
One hint: Don't.

Even "just" Con 20 sites are absolutely game-breaking (a'k'a they can decide games on their own) because of the somewhat buggy way they combine with forge bonuses.

Also, having a con 20 site on your capital would make you absolutely unignoreable target since *everyone* would like to get that thing for themselves.
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  #79  
Old February 26th, 2010, 11:43 AM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Fair enough. Maybe just a couple more gem income which would build up to a bit of a boost when construction is researched.

Oh, and in my tests I've realized that probably the best way to start with this nation is to have a diverse rainbow mage for access to boosters awake, so you can have 50 research points from turn 1.
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  #80  
Old February 26th, 2010, 02:28 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Just to make sure, we CANNOT mod in linked random paths, right? So, I cannot make my nazgul multiheroes D3+100% W3/E3/A3/F3/B3, right?
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