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  #1  
Old October 17th, 2007, 01:20 AM
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Default Ogri, Stones of Blood

New mod nation - ostly finished but needs a bit more work. The nation's recruitables are absolutely terrible (and will probably get worse), but you're supposed to only use them for blood-hunting patrollers.

It's inspired by that awesome Dr. Who episode where the stones come to life with spilled blood. That's really the entire nation - you are expected to devote your entire economy to blood hunting.

Try an awake Prince of Death with Air and Death, Turmoil-3, Sloth-3, Growth-3, Fortune-3, domstr 10.

New version:
* Now recruit celebrants, who are 50% insane.

* New units, thug, leader. Several indies removed.

* Descriptions are written.

* Pixel art is cleaned up. Bugs are fixed in higher level summons.

* National substitute for crumble that costs blood slaves.
Attached Files
File Type: zip 557337-stonesofblood.zip (177.9 KB, 920 views)
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Last edited by Edi; August 27th, 2008 at 10:21 AM.. Reason: Prefix
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  #2  
Old October 17th, 2007, 05:20 PM

Shovah32 Shovah32 is offline
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Default Re: Ogri, Stones of Blood

The spells summon Ogri(30 slaves) and summon greater Ogri(80 gems) seem to do the same thing and the lesser spells(25 slaves for a single unit?) are far too costly for what you get.
If the greater Ogris have atleast B2E2 I can see some demon knight production, or production of the various stone troops if they become worth using.
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Old October 17th, 2007, 07:29 PM
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Default Re: Ogri, Stones of Blood

I've fixed the typos in the greater summonings (oops).

How much do you think would be fair for each of the following? Should I increase the aoe of their natural attack for the larger stones?

4 x 20 hp + elemental blasts (currently 25 slaves)
3 x 20 hp + soul drain + fear (currently 25 slaves)
H[FW]B[FWEB], 45 hp + elemental blasts (currently 25 slaves)
H2EB[FWEB], 45 hp + fear + soul drain (currently 30 slaves)
H3[FW]2B2[FWEB]x2.1, 80 hp + elemental blasts (should be 75 slaves but spells have typo)
H4E2H2[FWEB]x2.1, 80 hp + fear + soul drain (should be 80 slaves but spells have typo)

I'm having a lot of trouble finding a reasonable price point; especially if I fold these guys into my omni-villainous padmassa mod, pricing will be a problem.
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Old October 18th, 2007, 01:09 AM
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Default Re: Ogri, Stones of Blood

This is probably the final version of this mod nation, barring some tuning or bug fixes. It's not meant to be a complicated position but I think it does it's thing.
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Old October 18th, 2007, 02:49 AM
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Default Re: Ogri, Stones of Blood

So, those are gonna stay the only recruitable things?
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Old October 18th, 2007, 05:49 AM
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Default Re: Ogri, Stones of Blood

Hehe, looks pretty cool.

After miserably losing with dominion falling to 0 (it's maybe better like that, It happened same turn than Bogus besieged my capitol ), I assume dominion works à la Mictlan, only sacrifice (and pretender) can spread it ?

When the stones you have at the beginning of the game are casting ranged attacks during battles, there's no graphic for the projectiles. Or maybe is-it a vista bug ?

Nice mod. I'll try another game - but I won't forget the sacrifices this time.
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Old October 29th, 2007, 05:09 PM
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Default Re: Ogri, Stones of Blood

I'm a Dr Who fanatic (I don't suppose there's a *good* way to put daleks in the game?), but I think this theme could go much, much deeper. Have you ever considered a blood nation offshoot of Agartha? I'm reminded of the vast, spectacular stoneworks of middle America-Maccu Picco being the "flagship" of all that.

Is it possible that, deep in the jungle, a few Agarthans may have survived and come into contact with some lost civilization like the Olmecs?

The humans might worship the Agarthans as gods on one hand, but be influenced by Mictlan, on the other-leaving Agarthans in the uncomfortable position of being in possession of lots of sacred blood.

Maybe not even MesoAmerica, maybe instead an Easter Island scenario-we don't have too many island-based nations, Haida (not counting the ones based on British myths) is about the only one. Maybe a civilization that always starts on an island and only has limited access to amphibious troops, as a buff?

Speaking of British myths, the stones of Stonehenge were believed for a long time to be giants who had been transformed into stone by Merlin. It'd be great to see a nation based on Anglo-English myths that wasn't overly influenced/corrupted by Saxon, Frank, or Celt conquerors.

Maybe a Welsh nation?

Also, there's a legend, not sure where it comes from, about a castle where a massacre of it's residents took place, and the murderers buried the corpses of the castle's inhabitants under the stones of the castle's floor. So, while the conquerors were having their celebration feast, the stones of the castle, themselves, rose up and struck them all dead, in very gruesome fashion.

http://enews.ferghana.ru/article.php?id=1345

this link should take you to some very weird/intriguing, photos of supposedly natural stones in a place called "Devil's Helmet", in Uzbekistan-apparently, it's a very bad-mojo place. Might serve as inspiration for artwork.

P.S. I haven't had the chance to try out your mod, due to my personal computer's hard drive exploding in spectacular fashion.
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Old October 29th, 2007, 08:24 PM
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Default Re: Ogri, Stones of Blood

Yes, that is a fascinating proposition.

Olmecs and Nazcans, oh my!

I should request the ability to give magicskill penalties that apply only in combat, so that the Nazca can work powerful rituals but not go around hurling fireballs at people.
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Old October 29th, 2007, 08:27 PM
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Default Re: Ogri, Stones of Blood

You could always make precision 0 or so. Should be fun if anyone TRIES to use them in combat.
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Old October 29th, 2007, 10:58 PM

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Default Re: Ogri, Stones of Blood

*Insert 100 precision or non-precision dependant spells here*
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