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  #11  
Old March 16th, 2005, 11:28 PM

quantum_mechani quantum_mechani is offline
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Default Re: Nation Mod Release: Gollarn

Quote:
Tuidjy said:
The master hunter may need some toning down. Stealth +25 for an assassin is
a bit over the top, and the armour piercing daggers make him quite deadly
even against armour.

As for the clayshapers, I wonder how that will turn out. I know that in all
my games there comes a point where cash is meaningless. Being able to buy
a gem generator for 400 gold, and get a modest researcher... it's probably OK.

They have a great researcher, but I cannot think how he could be used in battle.
As a matter of fact, I think this nation is a bit light on battlefield mages.

All in all, I do not think the race is overpowered, but I would sure hate to
piss off anyone who can get assassins like this for 90 coins.
I'm not that worried about the master hunter, a few bodyguards will take care of him, unless he is equipped, at which point his built in weapons don't matter as much. I will also be interested to see how the clayformer will work out in a long game. BTW, what do you consider their great researcher?
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  #12  
Old March 16th, 2005, 11:45 PM
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Default Re: Nation Mod Release: Gollarn

Almost forgot to mention: theres a typo for the gollarn guard: his 2nd sprite is entered as "./gollarn/gollarngaurd.tga" when it should be "./gollarn/gollarnguard.tga", causing the game to crash when you watch a replay where it attacks something.
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  #13  
Old March 16th, 2005, 11:51 PM

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Default Re: Nation Mod Release: Gollarn

Quote:
The_Tauren13 said:
Almost forgot to mention: theres a typo for the gollarn guard: his 2nd sprite is entered as "./gollarn/gollarngaurd.tga" when it should be "./gollarn/gollarnguard.tga", causing the game to crash when you watch a replay where it attacks something.
Ah, thanks for catching that.
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  #14  
Old March 17th, 2005, 12:06 AM
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Default Re: Nation Mod Release: Gollarn

Quote:
quantum_mechani said:
Quote:
Tuidjy said:
The master hunter may need some toning down. Stealth +25 for an assassin is
a bit over the top, and the armour piercing daggers make him quite deadly
even against armour.
I'm not that worried about the master hunter, a few bodyguards will take care of him, unless he is equipped, at which point his built in weapons don't matter as much.

Oh, the weapons matter only against the indies in the very beginning. The
reason I am worried about him is the high stealth, because a properly equipped
assassin is a true pain, and a stealth 25 one is very hard to find. How do you
justify a guy out of his element having the stealth of a van with glamour?

Quote:
I will also be interested to see how the clayformer will work out in a long game. BTW, what do you consider their great researcher?
The EDHHH guy that costs 160 or so. Researchers that can be used for domain
push are great in my book, but as I said, it does not seem to matter that much
because they really have NO battlefield mages to speak of. I am starting to
think that maybe this mod is underpowered, at least when it comes to magic.
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  #15  
Old March 17th, 2005, 12:21 AM

quantum_mechani quantum_mechani is offline
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Default Re: Nation Mod Release: Gollarn

Quote:
Tuidjy said:
Quote:
quantum_mechani said:
Quote:
Tuidjy said:
The master hunter may need some toning down. Stealth +25 for an assassin is
a bit over the top, and the armour piercing daggers make him quite deadly
even against armour.
I'm not that worried about the master hunter, a few bodyguards will take care of him, unless he is equipped, at which point his built in weapons don't matter as much.

Oh, the weapons matter only against the indies in the very beginning. The
reason I am worried about him is the high stealth, because a properly equipped
assassin is a true pain, and a stealth 25 one is very hard to find. How do you
justify a guy out of his element having the stealth of a van with glamour?

Quote:
I will also be interested to see how the clayformer will work out in a long game. BTW, what do you consider their great researcher?
The EDHHH guy that costs 160 or so. Researchers that can be used for domain
push are great in my book, but as I said, it does not seem to matter that much
because they really have NO battlefield mages to speak of. I am starting to
think that maybe this mod is underpowered, at least when it comes to magic.
I would justify the stealth as a combination of using tunnels unknown to other nations, superb training, and natural reflexes and stealth. I could swap them for the depth diver or watcher in being capital only though.

As for being under powered in magic, again this is a result of toning down since the concept thread. The original watcher of the depths had 2E and 4 sorcery randoms (2 linked 2 unlinked).
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  #16  
Old March 17th, 2005, 12:31 AM
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Default Re: Nation Mod Release: Gollarn

The Bat Riders really need a commander to excercise their full potential, and it would be nice to have a Guard Commander without stealth but with armor. Dunno if its possible to add new commanders with the modding tools, though, as Ive never done any modding...

The PD is about as worthless as that of Machaka... even worse if the enemy has any ranged units. At least it does get a mage at 20, though.
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  #17  
Old March 17th, 2005, 12:54 AM

quantum_mechani quantum_mechani is offline
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Default Re: Nation Mod Release: Gollarn

Quote:
The_Tauren13 said:
The Bat Riders really need a commander to excercise their full potential, and it would be nice to have a Guard Commander without stealth but with armor. Dunno if its possible to add new commanders with the modding tools, though, as Ive never done any modding...

The PD is about as worthless as that of Machaka... even worse if the enemy has any ranged units. At least it does get a mage at 20, though.
It is quite possible to add more commanders, my reason for not having a flying commander was that I didn't want bat rider only stealth squads to edge out other gollarn stealth forces. Having an armoured commander couldn't hurt though. The PD seems ok as it is, as you say other nations have weak PD as well (I only use 1-2 points 90% of the time anyway).
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  #18  
Old March 17th, 2005, 01:48 AM
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Default Re: Nation Mod Release: Gollarn

Interesting and innovative so far. I'm not really an expert on costs so I won't say much, but how did you determine the cost of the Clay Spirit pretender--to me, at first glance, he seemed a bit cheap at only 20 creation points.

<< Edit >>
Oh! I figured out (exactly) what the problem with the newlines in the summaries is. The standard newline sequence CRLF (stands for Carriage Return, Line Feed from a standard typewriter) on Linux (i assume) is LFLF or a sequence of (hex) 0A0A. Most editors produce the standard carriage of 0D0A. Use 0A0A (if you like hex editing or have a program that allows this) instead to insert the linefeeds.
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  #19  
Old March 17th, 2005, 02:26 AM
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Default Re: Nation Mod Release: Gollarn

Sounds awesome, but... is the link broken for anyone else? I can't download it.
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  #20  
Old March 17th, 2005, 02:31 AM

quantum_mechani quantum_mechani is offline
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Default Re: Nation Mod Release: Gollarn

Quote:
Verjigorm said:
Interesting and innovative so far. I'm not really an expert on costs so I won't say much, but how did you determine the cost of the Clay Spirit pretender--to me, at first glance, he seemed a bit cheap at only 20 creation points.

<< Edit >>
Oh! I figured out (exactly) what the problem with the newlines in the summaries is. The standard newline sequence CRLF (stands for Carriage Return, Line Feed from a standard typewriter) on Linux (i assume) is LFLF or a sequence of (hex) 0A0A. Most editors produce the standard carriage of 0D0A. Use 0A0A (if you like hex editing or have a program that allows this) instead to insert the linefeeds.

He may be a bit over-cheap, but I think the lack of slots, mostly bad stats (for a pretender) and high magic path cost limit his use as anything but a bless pretender (which gollarn can't use as it stands...). Thanks for the tip about the summary.

EDIT: The link works for me, I'm not sure what the problem is.
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