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  #1  
Old September 17th, 2011, 04:56 PM

Executor Executor is offline
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Default MA Aurum - Golden Tower

Nation info>

Strengths:
- Good magic diversity,
- Various powerful and unique summons,
- Extremely heavy armor and better weaponry,
- Average recruitable and powerful summonablel priests,
- Strong and high morale troops,
- Research bonus mages,
- Healer mages,
- Powerful sacreds

Weaknesses:
- Good mages are capital only,
- Most units are map move 1
- Death summons hard to get without a pretender
- Extremely heavy resource dependent units
- Slightly expensive units

Nation link: Version 1.01
http://www.llamaserver.net/executor/Aurum.rar

Attached Files
File Type: rar Barbarian.rar (36.4 KB, 145 views)

Last edited by Executor; March 27th, 2012 at 07:08 AM..
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  #2  
Old September 17th, 2011, 05:02 PM

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Default Re: MA Aurum - Golden Tower

New MA nation ready. Any feedback positive or negative is welcome.
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  #3  
Old September 18th, 2011, 08:30 AM
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Default Re: MA Aurum - Golden Tower

I like the sprites and the lore. I didn't have time to look at the summons but I have some suggestions/comments on the units I did use.

The Keeper of the Flame are not scared despite being a level 1 priest.

Is there a reason the Paragons of power cost only 6 resources?

This Aurumian Morningstar looks very dinky compared to the sword, considering it doesn't have the Flail quality which provides regular Morningstars with bonus att vs shields.

The Cultist Dagger is quite good being armor piercing and the fact that the cultist carries two of them! I would suggest removing armor piercing from the dagger.

Province defence is quite good, for such a strong nation with such strong troops dropping the numbers might be a good idea.
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Old September 18th, 2011, 08:56 AM

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Default Re: MA Aurum - Golden Tower

Good catch on the keeper of the flame. I will drop the chance of death down to 50% as well.

As for the Paragons of Power, I think the rcost might be a side affect of the armor not having any encumbrance. I removed the enc because otherwise the unit would be useless with over 20 spell casting fatigue.
The rcost of the armor is okay from what I see but for some reason it's not taken into account. At the very least I could increase the resource size to 6 for the unit.

I assumed the mornignstar had a bonus against shields, otherwise I wouldn't put it. On the to do list.

I guess two dagger with poison are a bit too much. Remove the ap and maybe tone down the poison strength.

I already toned down the PD by 1/3 but that's still a bit too much. I may drop it down another 1/3.

Also, nation description is a bit wanky, to be fixed as well.
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  #5  
Old September 18th, 2011, 09:17 AM
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Default Re: MA Aurum - Golden Tower

Glad you appreciated the feedback.

Also, I noticed you coloured one of the standard dragon sprites, which if you ask me are very ugly! There's some dragon mods out there that have some interesting sprites you might yoink and modify but Nova Deus has the best by far http://forum.shrapnelgames.com/showthread.php?t=32481
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Old September 18th, 2011, 06:13 PM

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Default Re: MA Aurum - Golden Tower

I'd be a fool not to.
It's hard not to be subjective when it comes to balancing your own nation. You want to make everything unique and special and that can get in the way of balance.
So naturally I welcome all feedback.

Well actually it was the iron dragon but I get your point. I may look into it when I find some time.
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Old September 18th, 2011, 07:40 PM
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Default Re: MA Aurum - Golden Tower

Quote:
The Keeper of the Flame are not scared despite being a level 1 priest.
Weird, this usually makes a mod explode. I am surprised you were even able to play it!
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  #8  
Old September 25th, 2011, 05:55 AM
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Default Re: MA Aurum - Golden Tower

Also, the Kite shield on the Paragon of Power is well, broken...

He's a normal Kite shield
Prot 18
Defence -2
Parry 6
Encumber 2

He's the one on the Paragon
Prot 18
Defence 0
Parry -2
Encumber 0
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Old October 15th, 2011, 03:38 PM

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Default Re: MA Aurum - Golden Tower

Version 1.01 up - Changelog

-New unit added, Divine Sarcophagus
-Keeper of the Flames D radnom pick changed from 60% to 50%
-Paragon of Power enc lowered to 4 (reflects superior training)
-Paragon of Power armor resource cost fixed
-Paragon Staff added - one handed (Quarterstaff on Paragon of Power was two handed)
-Aurumian High Guard enc lowered to 2 (reflects superior training)
-Aurumian Knight enc lowered to 4 (reflects superior training)
-Aurumian Keeper enc lowered to 2 (reflects superior training)
-Aurumian Guardian enc lowered to 2 (reflects superior training)
-Firebeard enc lowered to 2 (reflects superior training)
-Golden Idol 3 misc slots changes to 2 misc slots
-Timeless King item slots changed from full body to 2 misc slots
-Aurumian Morningstar changed to a flail weapon (bonus vs shields)
-Keeper of the Flame added the #holy trait
-Tower Cultist dagger no lnger AP
-Tower Cultist dagger poison changed from strong to weak
-PD lowered by another 1/3 (the nation now gets only 1/3 of the normal amount of troops in PD)
-Aurumian Knight AP lowered from 22 to 20
-Aurumian Protector AP increased from 22 to 24
-Warhorse Hoof weapon added (Added not to be CBM dependent)
-Warhorse Hoof added to Paragon of Power
-Warhorse Hoof added to Aurumian Knight
-Heroism spell fixed; description was placed as the spell name
-Aurumian Battleaxe no longer AP
-Aurumian High Lord AP fixed; increased from 8 to 12
-Aurumian Glave weapon dmg decreased from 11 to 8 (was a bit too much, maybe still is)
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Old November 5th, 2011, 08:15 PM

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Default Re: MA Aurum - Golden Tower

Any way you could package this into a zip file?
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