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  #1  
Old February 14th, 2007, 02:01 AM

Sombre Sombre is offline
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Default Vaettiheim 2.2

PREVIEW IMAGE



---------------------------------------

Summary: An update to the Vaettihiem nation. Exiled Vaetti and Gyga form a Late Era nation with troll, wolf and Spero allies.

Strengths:
Cheap, effective size 1 troops
Strong, durable trolls
Spero flying armies
Fast wolf based troops
Very varied recruitables
Useful wolf chaff summons and spawns
Heavily stealth based

Weaknesses:
Slightly unreliable and old mages
Weak missile troops
Weak priests
Sacreds cap only
Specialist units are expensive


UPDATE V 2.2

This is a relatively minor update in terms of gameplay, but changes a lot in the dm file itself so could produce some hilarious bugs.

-- All copystats replaced with actual stats

-- Many changes to ID numbers

-- Changed the role of the Wolf Lord to make him less of a call allies monkey

-- Replaced the werewolf spy with a simple and very cheap Vaetti scout

-- Exile Guard no longer cap only

-- Troll Druid gets +1 nature in a forest

-- Prettied up the flag and banner a bit


----Mod uses ID Numbers --

--Nation 74

--Armor 320

--Weapons 695

--Monsters 2400-2427

--Sites 887-889
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Last edited by Sombre; September 28th, 2008 at 06:45 AM.. Reason: Prefix
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  #2  
Old February 14th, 2007, 04:19 AM

Aeshi Aeshi is offline
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Default Re: Vaettihiem SE 1.0

I like those little goblin guys...Good thing they became a nation of their own!

Suggestion:Maybe a custom pretender?
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  #3  
Old February 14th, 2007, 04:36 AM

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Default Re: Vaettihiem SE 1.0

I could make a super ancient Gygja pretender, or just give them something new and crazy. I think the fenrer pretender or ***** queen work pretty well though.

I'll add a minor dominion spawn of wolves in a later update. Honestly though they aren't exactly a priest/holy/sacred nation, so the pretender and dominion are somewhat less important.
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  #4  
Old February 14th, 2007, 05:39 AM
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Jack_Trowell Jack_Trowell is offline
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Default Re: Vaettihiem SE 1.0

I had myself a project of changing the exemple mod into a nation of vaettir and trolls (instead of wyvervns), I think it would be more appropriate, but as I'm currently too busy with my map editor, ...
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Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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Old February 14th, 2007, 06:34 AM

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Default Re: Vaettihiem SE 1.0

Huh, great minds think alike eh? Well I'm keeping the draconians as is, but the Vaetti also get 2 troll units, some more wolfy stuff and a troll hero or two.

If you want to make any suggestions or have any units etc I could put them in so you can carry on working with the map editor.
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Old February 14th, 2007, 07:37 AM
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Default Re: Vaettihiem SE 1.0

You can use Bogus and his teams as sprites for heroes/commanders for your mod, that's what I planned to do. (The Troll mage could serve as placeholder sprite for a Troll Shaman for exemple, and the Troll raider could maybe serve as a troll scout/ranger commander)
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  #7  
Old February 14th, 2007, 04:35 PM

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Default Re: Vaettihiem SE 1.0

Interesting... I was beginning to think my tutorial Vaetti nation ended up with such high stealth no one would ever uncover it.
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Old February 15th, 2007, 04:43 AM

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Default Re: Vaettihiem SE 1.0

Ah, but you forgot we modders have control over the patrol bonus. "Your patrolling troops in D:/Dominions 3/mods found a concealed tutorial. A big grin ensued."

Thanks for making the Vaetti. It not only helped me with shapeshifting and namepool commands, but also gave me a lot of enjoyment in SP. I hope by having an SE on here more people will give the little fellas (and their big friends) a chance.

I'll definately add a troll shaman commander with limited earth magic (hey, he's a troll) but to keep with the theme of the nation he'll be a sort of overpriced and weak mage and have only priest 1. He'll really be there just to complete the wishes of troll addicts. As will the moose riding troll national hero.

The Vaetti are getting their own upgraded Fenrer pretender in the next version who automatically calls wolves when in friendly dominion. They'll also get a new type of vaetti infantry armed with a pickaxe who gives a slight siege bonus.
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Old February 15th, 2007, 04:52 PM

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Default Re: Vaettihiem SE 1.0

A minor gripe with the the Vaetti hag Description:

Quote:
"Some Vaettis have learned the secrets of Seith. As long as they do not learn to much, the Gygjas
alow them to continue their practices. Since the Exile, the remaining Gygjas have been more accepting of
Vaetti magic."
So how come they have the same amount of magic as the ones in MA (EA?) Jotun?I propose they get 1 death and 1 random (or 2 random)
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Old February 15th, 2007, 08:51 PM

quantum_mechani quantum_mechani is offline
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Default Re: Vaettihiem SE 1.0

Quote:
Steelfang said:
A minor gripe with the the Vaetti hag Description:

Quote:
"Some Vaettis have learned the secrets of Seith. As long as they do not learn to much, the Gygjas
alow them to continue their practices. Since the Exile, the remaining Gygjas have been more accepting of
Vaetti magic."
So how come they have the same amount of magic as the ones in MA (EA?) Jotun?I propose they get 1 death and 1 random (or 2 random)
As recall, I gave them an extra 10% random.

I tend to make my nations very conservatively balance wise- enough power so it isn't simply unimaginable to play in MP, but well less than the top-tier base game nations. Besides, for the Vaetti in particular, I don't think more powerful really fits, if I were convinced they needed a boost I would lower prices.
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