View Full Version : New Mod: Battlemages
Wish
March 25th, 2006, 01:29 AM
The purpose of this mod was to add a handfull of interesting and usefull, primarily artillery, human pretenders to the game.
Originally I had a different selection, but some of them did not make the cut and others did.
added are:
the puppetmaster
the bloodhound
the wind dancer
the ember mage
the reaper
the geomancer
save for the bloodhound, each has a unique ranged ability, most with limited ammo, that can be used twice per battle round.
You will notice differences between the first 3 and last 3, in the art, the first 3 where drawn by hand, the last three where adapted from photographs (hence the difference in quality) also the first 3 have familiars, the last three do not because their powers are "slaying" effects, and I thought giving them added functionality in melee wasn't necessary (and adapting photographs for familiars was kind of hard.)
take a look at it, tell me what you think
Nerfix
March 25th, 2006, 05:31 AM
You know, I once a made a mod with the exactly same name, and you can even find it somewhere here. http://forum.shrapnelgames.com/images/smilies/happy.gif
But ah, I don't mind.
Endoperez
March 25th, 2006, 05:48 AM
The archive has two files. They share the name, so only one can exist at the \mods directory. It should probably be the newer one.
EDIT:
I looked through the .dm file. I'd tone down some of the abilities, like Wind Dancers defence. 19 is awesome base stat; 15 should do. Remember how the Vampire Queen was supposed to be just another chassis for cheap magic paths? http://forum.shrapnelgames.com/images/smilies/wink.gif
Not a bad mod. I didn't like the Bloodhound's description, though; a rapid dog is not that good a gift. The rapid beast should be what has become of his familiar after he received his infernal powers.
Wish
March 25th, 2006, 06:03 AM
naw, the VQ thing was before my time.
I can change the name pretty easily, I had no idea there was already an arhmages mod.
Nerfix
March 25th, 2006, 06:09 AM
Wish_For_Blood_Slaves said:I can change the name pretty easily, I had no idea there was already an arhmages mod.
Well, there is (proof here) (http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&Number=369187&page=2&view=collap sed&sb=5&o=&fpart=1) but I don't mind.
shovah
March 25th, 2006, 10:30 AM
my puppet master has an obsesion with running away after one round of firing
Wish
March 25th, 2006, 01:34 PM
it is because you are sending him alone, and the one thing he enslaves gets killed almost immediately
Morkilus
March 25th, 2006, 05:38 PM
How about "Battlemages" for a name? Very cool, Wish, keep it up http://forum.shrapnelgames.com/images/smilies/happy.gif
Wish
March 25th, 2006, 08:17 PM
good call, I'll rework it.
look at the ember mage, isn't that just the best adaptation of a belly dancer into a sorceress?
changed name of mod.
shovah
March 26th, 2006, 09:02 AM
Wish_For_Blood_Slaves said:
it is because you are sending him alone, and the one thing he enslaves gets killed almost immediately
but he enslaves loads of stuff, although that probably is it (i had him scripted to quickness, body ethereal, luck and then fire archers. he got buffed while enemy infantry advanced then he got a load of archers who shot the other guys in the back http://forum.shrapnelgames.com/images/smilies/happy.gif)
Wish
March 26th, 2006, 03:57 PM
yeah, I usually script him quickness then fire fire fire fire cast spells,
he is amazing in the druid/elf provinces if you script him to fire large monsters, then those dark vines just demolish the rest of their army.
I find it dangerous to script him to fire, because when he is don, he can run in to his death, but if you must script him to fire, use two fires after 3 spells, then script him to fire and flee. this often ensures his survival.
These mages where not designed to solo independant provinces -- and the commanders are usually at the back, waiting to kill the two archers you grab.
shovah
March 26th, 2006, 04:27 PM
i also think the wind one is a little too tough especially for a mage (with a little bit of equipment practically invincible)
Wish
March 26th, 2006, 04:44 PM
oh yeah, it has been mentioned her defense is maybe too high
shovah
March 26th, 2006, 04:55 PM
the defence combined with buffing versatility
mistform
body ethereal
personal luck
misform
astral shield
attack archers (with boots of flying on)
that combined with super high defence (which got better with champs trident which also gives quicness) is deadly
Wish
March 26th, 2006, 06:20 PM
all the humans have the ability to buff up that way. new paths are cheap. that is what being human is all about!
anyway I dropped her defence down to 14.
shovah
March 26th, 2006, 06:37 PM
yes all humans have the ability but they dont have the defence to make the buffing worth it
Cainehill
March 26th, 2006, 09:24 PM
shovah said:
yes all humans have the ability but they dont have the defence to make the buffing worth it
Freaklord : defense 20. Archmage, defense 17, several others have 13 (at least with the CB mods).
shovah
March 27th, 2006, 04:27 AM
i would still go for the wind mage here because the freak lord often fatigues himselkf to death (trample) and the archmage (under cb) has to take all paths
Cainehill
March 27th, 2006, 02:22 PM
Eh - in CBalance, the freaklord gets 3 fatigue back each turn. In one recent game (human mages only) I kept my freaklord consistently at the top of the HoF until the very end game when he died soloing an army with several of the Ice Devils along. ( I think I would've killed them too, but it seems that the only attack Astral Weapon doesn't affect is ... trample! )
shovah
March 27th, 2006, 02:32 PM
nice, didnt know he had reinvig
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