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  #1  
Old January 17th, 2004, 12:36 AM
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Default Re: CherryMod Thread

Quote:
Originally posted by Saber Cherry:

Celestial Warriors changed from AAS to AWS.

Three paths not possible.
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Old January 17th, 2004, 12:43 AM
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Default Re: CherryMod Thread

Quote:
Originally posted by Kristoffer O:
quote:
Originally posted by Saber Cherry:

Celestial Warriors changed from AAS to AWS.

Three paths not possible.
Awww=( Maybe I should give Celestial Masters 2 randoms... or a random and an elemental random... and reduce water by 1. I'm not really sure why they have water anyway.
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Old January 17th, 2004, 01:12 AM
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Default Re: CherryMod Thread

The Celestial Masters are based upon the taoistic T'ien Shih (celestial masters), leaders of the taoistic cult during certain times. An important concept in taoism is wu wei (inaction/not doing).

Water being yielding and changing is the closest representation of wu wei I could come up with.

Also water, according to Lao Tzu, is 'of all things most yielding and can overwhelm [rock] which is of all things most hard' (43)
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Old January 17th, 2004, 07:10 AM

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Uhm, why not just change the 2 Air Req to 2 Water? As that is the closest representation you could find, and the Astral is "Celestial"?

Or maybe change it to "Holy 3" ? This would limit it *Only* to CM's, no pretenders or anything could summon the Soldiers.

Just a few thoughts.
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Old January 17th, 2004, 11:09 PM
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Default Re: CherryMod Thread

Quote:
Originally posted by Zen:
Uhm, why not just change the 2 Air Req to 2 Water? As that is the closest representation you could find, and the Astral is "Celestial"?

Or maybe change it to "Holy 3" ? This would limit it *Only* to CM's, no pretenders or anything could summon the Soldiers.

Just a few thoughts.
I doubt holy can be a requirement...
Anyway- I think I'll change it to 1 air, 1 astral. I would go 1 air, 2 water, but I think that would force water gems to be used when casting.

Additional change:

Vanheim: All Vanheim troops get 25% cold resistance. They should have learned how to dress warmly, and evolved higher metabolisms, and so forth...

Atlantis:
Additional unit, "Shark Warrior".
Base: Atlantian, Weapon: Sharktooth Mace, Equipment: Sharkskin Armor, Turtle Shell Shield

Sharktooth Mace: A mace carved from the jawbone of a large shark, retaining the rows of razor-sharp teeth.
dam=5 att=1 res=3 (no poison damage)

Sharkskin Hauberk: A hauberk made from the rough hide of a large shark.
aprot=5 enc=1 res=3

Machaka: Added "Machaka Raider".
Base unit: Machakan Raider (Same stats as a Machakan, except: stealthy, 13 base AP, 11 morale, 11 gold)
Equipment: Spear, Shortbow, Hide Shield

Added "Raiding Party Leader"
Base Unit: Same as Machaka Raider, but 25 gold, 10 leadership, and +1 att, def, mrl, and stealthy 5.
Equipment: Same as Raider.

Details:

C:\Projects\Java\Dominions>java Unit at.shark.warrior mac.raider mac.raiding.par
ty.leader

New Unit:
AT Shark Warrior (Base creature: Atlantian)

HP: 12 Str: 11
Prot: 9 Att: 10
Mrl: 10 Def: 11
Mrst: 10 Prec: 8
Enc: 5 AP: 8

Weapons: Sharktooth Mace
Items: Sharkskin Hauberk, Turtle Shell Shield

Gold: 10 Res: 7

*********************************

New Unit:
MAC Raider (Base creature: MAC Raider)

HP: 10 Str: 10
Prot: 2 Att: 10
Mrl: 11 Def: 12
Mrst: 10 Prec: 10
Enc: 3 AP: 12

Stealthy 0

Weapons: Spear, Short Bow
Items: Hide Shield

Gold: 11 Res: 5

*********************************

New Unit:
MAC Raiding Party Leader (Base creature: MAC Raiding Party Leader)

HP: 10 Str: 10
Prot: 2 Att: 11
Mrl: 12 Def: 13
Mrst: 10 Prec: 10
Enc: 3 AP: 12

Stealthy 5

Weapons: Spear, Short Bow
Items: Hide Shield

Gold: 25 Res: 5

*********************************

C:\Projects\Java\Dominions>java Weapon Sharktooth.mace

Weapon 'Sharktooth Mace'
dam=5, hits=1, att=1, length=1, hands=1, res=3
new=1


C:\Projects\Java\Dominions>java Item sharkskin.cuirass sharkskin.hauberk full.sh
arkskin.armor

Item 'Sharkskin Cuirass'
aprot=4, res=2
new=1

Item 'Sharkskin Hauberk'
aprot=5, enc=1, res=3
new=1

Item 'Full Sharkskin Armor'
aprot=7, def=-1, enc=2, res=5
new=1

P.S.

Unarmored satyrs: Need to be cheaper. I'll adjust all satyr costs - maybe 7 gold minimum. Harpies may need cheapening too, but probably not.

[ January 18, 2004, 17:58: Message edited by: Saber Cherry ]
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Old January 19th, 2004, 07:56 PM
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Default Re: CherryMod Thread

New Theme:

"Caelian Ice Age"
Polar bears, sabertooth cats, and killer whales (underwater only - summoning spell). Possibly Snow Golems (special Caelum spell). Caelum's affinity would change from air to water, and the archers would be given ice arrows.

New Capitol special site, The Evergrowing Glacier: Water Mage may Enter to Summon Ice Elementals (size 3).
New Capitol special site, Ice Cave: Ice Drake may be recuited here.

-Cherry
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Old January 19th, 2004, 08:33 PM
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Default Re: CherryMod Thread

Summoning Icedrakes and elementals sounds pretty tough. Maybe if the mages ran a risk of being attacked by something nasty?

Perhaps you could make a Caelum Version of R'lyeh summoning gate? The evercold portal could summon a variety of cold theme creatures with a chance of the mage getting attacked or getting diseased (catching a cold?).

And changing Air to Water will allow them to enter water provinces a lot sooner. Something to keep in mind perhaps.

I want more animal summoning spells.
Claws of winter, 2 nature 1 water 1 air: Summons cold theme beasties.
Waters Call: 3 water 1 nature: Summons water animals like whales, sharks and squids.
Fangs of the Desert, 2 nature 1 earth 1 fire: Summons the likes of snakes, scorpions, camels and vultures.

Perhaps it's because I'm a biologist but an army of animals is too cool to ignore.
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