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March 18th, 2005, 11:22 AM
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Re: Nation Mod Release: Gollarn
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quantum_mechani said:
Quote:
tinkthank said:
Great mod, great feel! Truly original. Nice!
- I think this would be thematically even cooler: Let the burrower be able to burrow underground: it could have stealth 30 (that is: never be found, basically, except by freak chance); however, reduce their protection down to 6 or 8 at most -- they dont wear armor (obviously!), because not only is it nearly impossible to armor such a beast but because when burrowing, they would whiddle it away in moments. Give it 70 HP or so. Reduce Morale to 14. I think they should cost a bit more. You could even do this: "When these beasts become seriously injured, they return to their underground caverns to nurse their wounds in the darkness, contemplating their revenge upon the creatures of light." -- in other words, they could have recuperation (when stealthy, which doesnt work currently, but you get the idea). Ideally I could also picture them as blind, but with a new weapon, Worm Bite, which has decent attack to make up for that.
- The assassin needs to have stealth 10 or 15 maximum
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Maybe I could make it two units, a burrower with armour plates for war (like the current one), and one more like the wild burrowers you describe. One problem with your burrower design though, they need a 30 stealth commander to make use of the stealth (and you already didn't like the master hunter's stealth...). Also, I feel they might end up competing with, rather than complementing the current gollarn stealth forces.
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First of all, sorry: I should have said that I imagine the Burrower to be a *commander* (with 0 leadership and 0 slots, like the Vastness), I imagine single pricey huge lurking underground beasts burrowing around, lonesome and strange.
I didnt like the Assassin's 30 stealth only because he is an assassin. The Worm, when Burrowed, won't be doing anything but recuperating, lurking, or eating rocks; he wont be killing people.
I love the idea of a burrower, but since dom2 doesnt support a WarcraftIII-like "Burrow" command (quelle surprise!), I think giving it high stealth would be the next best thing.
Anyhow, it is YOUR mod, so you do what YOU want! (I just thought this would be a spicy enhancement to your already excellent idea, and anyhow I cannot imagine putting armor of any kind on a 90 foot burrowing worm.)
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March 18th, 2005, 02:57 PM
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Lieutenant General
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Re: Nation Mod Release: Gollarn
Quote:
tinkthank said:
First of all, sorry: I should have said that I imagine the Burrower to be a *commander* (with 0 leadership and 0 slots, like the Vastness), I imagine single pricey huge lurking underground beasts burrowing around, lonesome and strange.
I didnt like the Assassin's 30 stealth only because he is an assassin. The Worm, when Burrowed, won't be doing anything but recuperating, lurking, or eating rocks; he wont be killing people.
I love the idea of a burrower, but since dom2 doesnt support a WarcraftIII-like "Burrow" command (quelle surprise!), I think giving it high stealth would be the next best thing.
Anyhow, it is YOUR mod, so you do what YOU want! (I just thought this would be a spicy enhancement to your already excellent idea, and anyhow I cannot imagine putting armor of any kind on a 90 foot burrowing worm.)
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Ah, now I see what you're suggesting. That could work, though I had already imagined that the burrowers were quite simple minded and not really capable of doing anything useful on their own. Maybe I would add a different burrowing creature to fit the niche. As for the armour, since there are many very large creatures leaving bones in the caverns, I assumed finding some to plate the burrower in would not be that hard (also the high resource cost accounts for this, though I could make it 100 or something, and lower the gold price). The assassin is only +25 stealth, but I will think about taking it down to 15-20. Anyway, thanks for your input.
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March 18th, 2005, 03:16 PM
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Second Lieutenant
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Re: Nation Mod Release: Gollarn
I just wanted to comment...
WOW Enslave Mind is a hoot. I think those commanders are rather undercosted.
I'm kind of 'meh' on the rest of it, though... their troops aren't exactly the best in the world.
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Scott Hebert
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March 18th, 2005, 03:38 PM
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Lieutenant General
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Re: Nation Mod Release: Gollarn
Quote:
Scott Hebert said:
I just wanted to comment...
WOW Enslave Mind is a hoot. I think those commanders are rather undercosted. 
I'm kind of 'meh' on the rest of it, though... their troops aren't exactly the best in the world.
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By 'meh' do you mean the price? Because in my (biased) opinion they have more troop variety than the average nation. I have noticed that many mods tend to come out far over powered, so I wanted to reverse this trend and make a nation that starts conservatively and work up from there. The spirit walker may well be underpriced, if it were possible I would make a lot more gollarn units capital only.
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March 18th, 2005, 09:26 PM
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Re: Nation Mod Release: Gollarn
It's not the price, it's their crappy nature. Their 'best troop' is the entangling one, IMO. I haven't tried the burrowers yet, but their cost basically precludes an army of them.
The best strategy I've found so far is to recruit Spirit Walkers at every opportunity while using the Entanglers as a (quite effective) wall.
Don't get me wrong. I think it's a pretty fair nation. It's just their troops aren't much to write home about.
Would you like me to send the mod's commanders through my 'commander rubric'?
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March 18th, 2005, 09:53 PM
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Lieutenant General
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Re: Nation Mod Release: Gollarn
Quote:
Scott Hebert said:
It's not the price, it's their crappy nature. Their 'best troop' is the entangling one, IMO. I haven't tried the burrowers yet, but their cost basically precludes an army of them.
The best strategy I've found so far is to recruit Spirit Walkers at every opportunity while using the Entanglers as a (quite effective) wall.
Don't get me wrong. I think it's a pretty fair nation. It's just their troops aren't much to write home about.
Would you like me to send the mod's commanders through my 'commander rubric'?
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Most of the troops are supposed to be used as stealth raiders, so I guess a good question to ask is: Do you consider the troops as good as Pangaea's stealth troops? I may lower the price a lot on trappers and make them immobile if they are becoming the main front line troops (which they shouldn't). As for the commander rubric, I would be interested to see the results, though you will just have to invent a price for mind enslave.
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March 18th, 2005, 11:04 PM
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Second Lieutenant
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Re: Nation Mod Release: Gollarn
I don't use Pangaea's stealth troops.
Pangaea (base): Revelers or (more normally) Maenads.
Pangaea New Era: Dryad Hoplites are 'da bomb'.
Pangaea CW: Enh.
I'll run them through. Enslave Mind I won't ignore, but maybe I'll just skip that guy. 
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Scott Hebert
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