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June 12th, 2005, 04:16 PM
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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: stronger national heroes
Oh, of course. I just thought he didn't have the ability, because he didn't get the order for it. Of course, he wasn't on enemy province, or even hiding/sneaking.
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June 12th, 2005, 08:07 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: stronger national heroes
I'm not sure if the mage heroes needed boosting, but the melee ones do look better.
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June 12th, 2005, 08:14 PM
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Lieutenant General
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Join Date: Mar 2004
Location: Albuquerque New Mexico
Posts: 2,997
Thanks: 0
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Re: new mod: stronger national heroes
Cat's pajamas, albeit I do think that Machaka's "Yasini the King Triumphant" should be left at H4, not H5. I think all the other heroic priests are simply one level higher than the normal priestly maximum for their nations, leaving Pythium and Marignon as the only ones who get an H5 for their utmost priest-hero.
Looked through them all just now, and it really makes them look like you'd be happy to get any of them - previously _way_ too many were imperceptively better than normally recruitabale units. (Example : Vanheim's Farbaut the berserker - dies just like that when the unmodded one is used in combat, even if you trick him out with magic items, at which point he _still_ dies and you lose the items.  )
__________________
Wormwood and wine, and the bitter taste of ashes.
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June 13th, 2005, 08:52 AM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
Thanks: 0
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Re: new mod: stronger national heroes
I uploaded v1.1 in the original post.
The reason I buffed the mages is, because even though they were definitely useful before, many of them felt just like national mages with one extra magic level.
I wanted them to be always better than recruitable commanders to give them more of a larger than life feel.
But I definitely have to thank you qantum_mechani for the idea to add extra item slots. It´s a subtle buff that doesn´t mess with early game balance.
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June 13th, 2005, 10:21 AM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
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Re: new mod: stronger national heroes
I havn't used the mod but I like the idea. In my mind, it is something to make a turmoil & luck scale just a little more desirable.
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July 17th, 2005, 03:32 PM
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Second Lieutenant
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Join Date: Sep 2004
Posts: 483
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Re: new mod: stronger national heroes
uploaded version 1_2 in the first post. Tell me if you like the changes.
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July 20th, 2005, 04:20 PM
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Sergeant
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Join Date: Jan 2005
Location: Germany, Leverkusen
Posts: 262
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Re: new mod: stronger national heroes
What about posting the changes outside the attachment here?
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July 20th, 2005, 04:56 PM
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First Lieutenant
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Join Date: Feb 2005
Posts: 693
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Re: new mod: stronger national heroes
Compared to 1.1, looks like
- Added an image for the mod (very nice)
- Rago: set weapons
- Marius Lorca: reinvig 4 -> 3, set weapon
- Master of the Games: reinvig 2 -> 1, set weapon and armor, set poor leader
- Hierogallus: str, att 15 -> 16, expert leader, set armor
- Knight of the Stone: set weapons
- Brangwen: mr 15 -> 17
- Hanif: set weapon
- Ghoul Baron: ap 7 -> 12, set armor
- Raterik: set enc 4, changed weapon, set black steel helmet, black steel full plate, black steel kite shield
- Hildegard: att 17 -> 16, def 18 -> 17, enc 2 -> 3, set weapons, armor
- Barthulf: changed weapons, set armor
- Niklatu: expertleader, set ap 12
- Orokestes: str 15 -> 16, set weapon
- Caractor: set weapon, added pillagebonus 25
- Angelique d'Armand: set armors
- Ramshead: removed awe, set weapon
- Panicratos: set weapon
- Farbaute: set weapons
- Sporsnjall: def 14 -> 16, set weapons
- Ainra: removed fire 2
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