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December 10th, 2004, 05:45 AM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: New Mod: Gollarn
Quote:
Endoperez said:
I like the general feel of this mod, but can't offer much in the way of balance. SP-only experience is not enough, and when I play I just play. However, Watchers of the Depths seem very powerful. Remember, Atlantian Sea(or Deep?) Kings have Water 3, linked true random 2 and cost about the same as your Watchers of the Depths. Watchers have one more path of magic, and possibility of getting 3 or even 4 in any sorcery path. Pangaean Pani get E3N2?, and so have similar number of magics. However, you can easily get Watcher with E3 (Earth boots), N2 and ? + ? in sorcery...
You can also consider Mystics, who ahve S2 and ??? in elements. Your mages have E2 and ?2 ? ? in sorcery, and can be considered 140 gp more expensive Mystic that is guaranteed to get 2 in at least one path. The linked random also gives much better possibility of getting 3 in any sorcery magic.
I think the randoms are very powerful, but if you can strike balance between the cost and those paths, I would very much like to play with the Gollarn. That kind of diVersion is very different, because Mystics only have elemental magics... I presume they will be only available from the capitol. Maybe they should have high resource costs, or maybe they should be heroes.
And sorry, I can't do graphics any more than you! However, I would be interested to know what Gollarn look like. I think they are very small and slender, but are they dark or pale? Do they have hair? Are they clearly humanoids or closer in look to some animals?
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The gold costs would probably be tweaked quite a bit if I got the mod to the stage to try. The Watcher of the Depth is probably underpriced though, maybe 400 gold. As much as some units should be capital only, there is no good way to do that with current modding. I did have some ideas about national heroes, like a Depth Diver with one in each elemental magic. As for what Gollarn look like, I hadn't really decided. They probably would be pale and without hair, but I'm not sure how humanoid.
Anyway, thanks for the input.
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December 10th, 2004, 06:56 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: New Mod: Gollarn
You can make unit capital only, by e.g. replacing Ulm and replacing Fortress of Ulm units with Gollarn special units by overwriting them. Only safe way to use this is to use national sites of the nation you replace or those of its themes.
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December 10th, 2004, 08:23 AM
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Second Lieutenant
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Join Date: Apr 2001
Location: Modena, Italy
Posts: 412
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: New Mod: Gollarn
I like the idea behind this mod ... un under earth nations. I think you can add something like mountain survival to take account of the ability to move underground.
In the description you says that gollarn are amphiious ... which ones ? all the units ?
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December 10th, 2004, 09:44 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
Thanks: 24
Thanked 221 Times in 46 Posts
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Re: New Mod: Gollarn
Quote:
liga said:
I like the idea behind this mod ... un under earth nations. I think you can add something like mountain survival to take account of the ability to move underground.
In the description you says that gollarn are amphiious ... which ones ? all the units ?
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Mountain survival would be good, I may need to raise the price of the basic units if they have too many goodies though. All the Gollarn are amphibious, the giant bat is not, I havn't decided about the Trapper and Burrower.
I know about overwriteing units from start sites, but I could not come up with a nation that has start sites that fit with the Gollarn.
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