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  #81  
Old February 26th, 2010, 02:41 PM

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

You'd have to use the #magicboost command. There's a vague potential for empowerment abuse there, but it's the only way to give linked randoms that I'm aware of.
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  #82  
Old February 26th, 2010, 04:35 PM

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

I don't think we have to terribly worry about empowerment abuse with the Ringwraith multiheros though, so #magicboost should be fine.

If you wanted to give Angmar a fairly 'unique' buff based on their magic sites, you might just give Mt Gundabad #incscale 1(Increases Productivity).

In a slightly related note, I had a beautiful vision for something like a Minas Morgul nation whose home province increased Death and Misfortune, and you basically had to do everything in your power to keep the scales down(or just abandon your capital, I suppose)
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  #83  
Old February 27th, 2010, 01:19 AM

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

Did a few more, though the warg rider's lacking an attack sprite at the moment.

Rhudaur Shaman (actually, I'm probably going to take away the research -1 on these guys, that much gold for that much research is amazingly awful; the randoms are 50%+10% AWD):


Rhudaur Chieftain (berserk is +6, pretty standard commander otherwise... hopefully no one will hate me for using so much of a stock commander shape):


Gundabad Warg Rider (I'm worried about the fact that the encumbrance and reinvig are equal. It makes these guys *completely* badass; I might have to increase their price or basic encumbrance. The warg you get afterwards is pretty much the same as a dire wolf)

Last edited by LumenPlacidum; February 27th, 2010 at 01:29 AM..
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  #84  
Old February 27th, 2010, 03:34 AM

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

Ooh, nice. You really get the sense that the Rhudaur Shaman is not very eager to be there.

As for the encumbrance thing, usually mounted guys just have a basic enc 2 higher than normal--so 5 base encumbrance would be just fine. You also may want to make the warg rider a bit 'stouter', as he looks thin in comparison with the other orcs.

If the Rhudaur Shaman doesn't have a research malus then this nation is in a better place than I thought--their main hurdle to getting thugging going is a complete lack of earth magic. Specifically, you can only forge shields if you get lucky with indies or get up to Const-6 for Lantern Shields.

All in all, looking great! I can't wait to play them.
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  #85  
Old February 27th, 2010, 01:43 PM

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

Quote:
Originally Posted by kianduatha View Post
their main hurdle to getting thugging going is a complete lack of earth magic. Specifically, you can only forge shields if you get lucky with indies or get up to Const-6 for Lantern Shields.

All in all, looking great! I can't wait to play them.
I agree that their lack of earth magic is a problem for them, but it's a very good path to take on your pretender. Also, you can forge a rather good shield at Const-2: the Enchanted Shield. Low enc and high parry, though admittedly the witch king doesn't really care about the encumbrance.
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  #86  
Old February 27th, 2010, 03:40 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Kingdom of Angmar - Version 0.5 available

There, I've uploaded what I've got so far for people to play around with. I'll add the ringwraith multiheroes soon and update it.

Now, what sorts of national summons should I have? I figure they'll have a bunch of wraith undead summons with death, and death+astral will yield wraith commanders, who will also be death/astral mages.

Is it possible to mod in a remote attack spell a la Ghost Riders? The ability to unleash the fire drakes that live in the Misty Mountains as uncontrolled devastation would be awesome. You wouldn't get the unit, but it'd be hard to remove.
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  #87  
Old February 27th, 2010, 07:16 PM

kianduatha kianduatha is offline
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Default Re: Kingdom of Angmar - Version 0.5 available

Ah, one small problem with the mod file--I think it was using \ instead of / in file paths.

Oh gosh those warg riders are scary. Their wargs when they get killed have horrible old age, though
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  #88  
Old February 27th, 2010, 07:21 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Kingdom of Angmar - Version 0.5 available

Ah, the type of slash is causing problems?

Oh yeah, the warg age will become that of the orc... and orcs are functionally immortal. Hmm, not sure how to change that, other than to make wargs have the same max age.

Also, I noticed that I didn't include the attack sprite for the Hill Trolls (though that's something that is RARELY seen, since they have to be hitting something at least as large as they are). That'll be fixed when I update it. Also, should the trolls be size 3 or 4? size 4 probably makes more sense, but size 3 would make them more effective against cavalry thugs.
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  #89  
Old February 28th, 2010, 02:42 AM

LumenPlacidum LumenPlacidum is offline
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Default Re: Kingdom of Angmar - Version 0.5 available

Is it possible to mod in a unit with the Corruption ability? I can't find it in the modding doc.
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  #90  
Old February 28th, 2010, 05:52 AM
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Burnsaber Burnsaber is offline
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Default Re: Kingdom of Angmar - Version 0.5 available

Quote:
Originally Posted by LumenPlacidum View Post
Is it possible to mod in a unit with the Corruption ability? I can't find it in the modding doc.
#copystats, but IIRC, there are only two guys in dom3 with that ability. The Lord of Hell with a screaming mouth for a crotch and one of the grigori.
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