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  #21  
Old January 27th, 2009, 04:40 PM

Maraxus Maraxus is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

Okay, I saw a little more. That stuff with the holy spells - it does not really work. I started a game with your vampires and ermor both on player and the ermor priests had 8 copies of the normal spells "banishment to word of power". (Because of the "disable normal priest spells" workaround)

Another strange think is, that Ermor seams to have "Hymn of the dead to Greater power of the blood" despide "#restricted 90". I guess it's a part of #copyspell and you need to redo them with the effectnumbers.
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  #22  
Old January 28th, 2009, 03:01 AM
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Thilock_Dominus Thilock_Dominus is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

Maraxus, many thanks for your input. Even more I can chew on

Quick answers to some of the question you made;

Quote:
... but vampires - born? I think there would have to be some bloodsucking to get new vampires?
It's an idea I got from a japanese anime "Vampire Knights". Then I came up with the idea of creating a vampire society around being pure vampire/lesser vampire depending how/which blood you have in your veins.
That evolves into an Aristocrat system among the vampires.


Quote:
Why is a Necromancer into item forging?
Basically the old impression of a necromancing is only raising and contacting the dead, but my perspective is that they also have an interest in gadgets, partly to imprison them with souls. Also the idea making non-living stuff living (2 earth magic).


Quote:
-The Shadow Dragon has magic -4 instead of the usual -2 and I see no reason for that.
This may change, but the -4 was to counter for the extra features the shadow Dragon have compared to the other dragons.


Quote:
There are a lot of tags not needed. For the children of the night for example:
You'll never know how people play, so it's better to make the units with complete stuff, IMHO.


Quote:
Age stuff
Will change.

Quote:
Okay, I saw a little more. That stuff with the holy spells - it does not really work. I started a game with your vampires and ermor both on player and the ermor priests had 8 copies of the normal spells "banishment to word of power". (Because of the "disable normal priest spells" workaround)

Another strange think is, that Ermor seams to have "Hymn of the dead to Greater power of the blood" despide "#restricted 90". I guess it's a part of #copyspell and you need to redo them with the effectnumbers.
I'm not quite sure how to solve this. I have tried with diffrent stuff, but it only seems that it's Ermor only effected by this.
I'm guessing it's a bug.
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  #23  
Old January 28th, 2009, 03:58 AM
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Thilock_Dominus Thilock_Dominus is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

Quote:
-Standards for the skeleton commander and Lord feel wrong because Skeleton armies should not have moral problems anyway.
Those skeletons are diffrent, from the descriptions -

Skeleton Commander are bones of longdead human which have been revived to follow the bidding of their master. Though not mindless the skeleton is bonded to its master.

By recalling the soul of the dead body, the skeleton becomes alive with mind, spirit and body. This will only happen if the soul accepts the invitation to walk the earth again in exchange for complete loyalty.


So they are actually the same person as dead as alive, only in skeleton form.
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  #24  
Old January 28th, 2009, 07:20 AM

rdonj rdonj is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

You also have an argument in that it bolsters your resolve fighting alongside those who have died and come back. Knowing that even if you fall in battle you'll be brought back, still "living" might help to take the sting out of dying. Depends on your mentality a bit, I haven't checked out the mod yet so feel free to correct me if it doesn't really make sense that way
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  #25  
Old January 28th, 2009, 10:43 AM

Maraxus Maraxus is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

About the skeletons: Yes, I had seen that, too. First I was confused, that they are neither mindless, nor "never heals" (Btw, in opposite of what Endoperez said earlier, I'm pretty sure, all "never heals" units heal in a lab, not just magic beings.)

But the spell and creature description makes clear why they are not mindless and allows speculation, how they heal.

They still have around 30 moral, that's why I found the standard to be strange.

Moral: That is another thing. Usually there is
99: Berserk (fights on and on)
50: Mindless (dissolves on army rout)
30: nearly immune to fear (retreats with army but not on his own)
8-18: Varying degrees of braveness.

Seeing values like 28 or 32 maks me thinking why you have not just taken 30.



About the forge bonus: I imagined as much for the earth magic thing. Ido like that image of the necromancer, too.
Maybe you add a E2D1 (or something) spell "Create Homunculus" to Construction for them.
But a forge bonus is something diffrent (doh, I'm the one to say, while working on a mod with a forge bonus unit atm myself. ).
Not even the middle era Agathan Golem Crafter has one. Not even the Dwarven smith of Vanheim allthrough I guess, that might be a mistake.
So does your nation have as much right to have expert item forgers as Caelum or Ulm? Well, okay, yours has only 15% so that sounds okay although he has really good magic for a forger.
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  #26  
Old January 28th, 2009, 12:38 PM
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Thilock_Dominus Thilock_Dominus is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

The idea behind the skeletons is/was that the spirit and the mind of the dead bones gets another chance to walk the earth, so even if they come back as skeletons they think and act like humans to a degree.

Idea for them;
Bones - never heal
think like humans - lower morale (18-20)
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  #27  
Old January 28th, 2009, 01:23 PM

Maraxus Maraxus is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

That they can heal as a side effect of the ritual looks okay to me. Reavenants and Mount Kings can heal, too (iirc) and are quite skeletonish.

Moral 18 sounds enough. That should mean, that they will almost never flee because of losses and wounds but they might flee, if the opponent uses powerful fear auras and/or lots of fear spells.
And then the standard works perfectly with that to counter even that.
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  #28  
Old January 28th, 2009, 01:44 PM
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Default Re: [Beta] Nosophoros - The Vampire Lords

New version of Nosophoros (0.81)


Changelog 0.81
* All Vampire units: Removed Lifeless ability
* All Vampire units: +1 extra blood hunt
* All Vampire units: maxage set to 500
* All Humans units: maxage - 100 ---> 75
* All Skeleton units: maxage set to 500
* Pretender - Shadow Dragon: Removed Lifeless ability
* Pretender - Shadow Dragon: Magic boost -4 ---> Magic Boost -2
* Pretender - Shadow Dragon: missing maxage, set to 2500
* Pretender - Vampire King: Removed Lifeless ability
* Pretender - Vampire King: 150 cost ---> 100 cost
* Pretender - Vampire King: missing maxage, set to 1200
* Pretender - The Blood Monolith: 40 cost ---> 0 cost
* Site 23: Changed - "The Unholy Sepulchre" to "The Vampire Council"
* Children of the Night: 10g ---> 15g
* Black Rose Guard: Capital recruit only
* Black Rose Lord: Capital recruit only
* Black Rose Guard: 60g ---> 50g
* Black Rose Lord: 260g ---> 220g
* Black Rose Lord: 1 Death Magic ---> 2 Death Magic
* Black Rose Helmet: Prot 20 ---> Prot 15
* Black Rose Mail: Prot 20 ---> Prot 16
* Mystic: 120g ---> 110g
* Dark Mystic: 280g ---> 220g
* Dark Mystic: 1 Death Magic ---> 2 Death Magic
* Necromancer: 240g ---> 230g
* Dark Summoner: 500g ---> 425g
* Dark Summoner: 2 Blood Magic ---> 3 Blood Magic
* Weapon: name - Black Venom Dagger changed to Black Venom Short Sword
* Hero - Shadow Necromancer missing maxage, set to 200
* Hero - The Judge, maxage set to 750
* Hero - The Baroness, maxage set to 750
* Snow Demon Wolf: missing maxage, set to 1000
* Vampire Lord (summonable), age set to 750
* Ancient Vampire Lord (summonable), age set to 1000
* mistforms: 26 Morale ---> 0 Morale
* Skeleton Guard: 7 gems ---> 5 gems
* Skeleton Guard: 2 units --> 5 units
* Skeleton Warrior: 3 units ---> 10 units
* Skeleton Guard: Ability - No Heal
* Skeleton Commander: Ability - No Heal
* Skeleton Warrior: Ability - No Heal
* Skeleton Lord: Ability - No Heal
* Skeleton Guard: mor set to 15
* Skeleton Commander: mor set 18
* Skeleton Warrior: mor set to 15
* Skeleton Lord: mor set to 18
* The Choosen One: 1 makemonster ---> 2 makemonster
* Fixed: missing defence 2a.
* Changes made into the manual


Still need to take a look at heroes to see what adjustments need to be done.
Manual still needs Snow Demon Desription, mist form and wolf form. Weapon Desription and armor desription.
Not sure how to solve the Ermor problem. Hope it's a bug that will be solved soon.
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  #29  
Old January 28th, 2009, 02:53 PM

Redeyes Redeyes is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

Is there some specific spell you are going for with giving the Black Rose Lord death 2?

As is, they aren't very effective leaders of the guard with their lack of an ability to bless them. Perhaps they should be given holy?
Perhaps a death spell could be modded in which works like bless?
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  #30  
Old January 28th, 2009, 11:41 PM

Maraxus Maraxus is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

I like the changes.

I also agree that making the Black Rose capitol only is reasonable both mechanicaly as they are very strong and from the flavor aspect. (They are the elite guard of the high council, they are basicly supposed to be where the high council is)

However, by now, the number of your national troops outside the capitol is really low. Maybe you would want to add another one?

...Like ... a low vampire. Maybe one, who was infected by vampirism without following the rules or something ...
With only an ordenary Greatsword and maybe full chain armor + Half Helmet (Prot 17). (Moreover the att/def somewhere in the middle between Black Rose Guardians and ordenary humans and maybe not holy, then they should make good everywhere recruitable vampires without feeling to diffrent)

Edit: Oh, I just saw, that you reduced the Back Rose armor protection allready ... well, in that case the low vampires armor should be reduced, too.

Last edited by Maraxus; January 29th, 2009 at 12:05 AM..
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