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View Poll Results: Should treelords have the immobile flag?
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Yes
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18 |
54.55% |
No
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15 |
45.45% |
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December 22nd, 2005, 08:03 PM
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National Security Advisor
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Re: Treelords in Conceptual Balance
One arm slot would do, but 2 would allow Treelord's Staff and I think that's just inappopriate. And then Treelords would have very minimal slots. I think making them immoibile is better than removing all the misc slots.
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December 23rd, 2005, 01:12 AM
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Major
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Re: Treelords in Conceptual Balance
It would be thematic for a dying treelord to be holding a piece of himself.
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December 23rd, 2005, 04:30 AM
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National Security Advisor
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Re: Treelords in Conceptual Balance
That would be a piece of some long-dead specimen of his, surely.
It could fit, at least for some. There are many similar examples spread throughout Dominions: Skull Staff is like this for most humans; Pangaean hero, the Black Bull, has his father's skull on his staff; Hangadrotts seemingly killed themselves; I'm not sure if any Ermorian mages do this, but they surely would...
However, the Dying Treelord is an exception. Just like normal Vanadrotts wouldn't go around sacrificing any of the precious few Vanir, or most Pandemoniacs having anything else than a human's skull on their staffs, etc. I would allow the Dying Treelord hands, if it was otherwise balanced. Or maybe mobility. He is dying, so he mightn't care how dangerous flying around effectively rootless is...
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December 23rd, 2005, 04:38 AM
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Lieutenant General
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Re: Treelords in Conceptual Balance
I should also point out one other detail I forgot to mention in the first post, making them immobile again would also return their bonus to summoning vine men. Also, an intersting bit of trivia, the dying treelord gets one more vine man/orge per summoning than even the other treelords.
While I'm not necessarily adverse to removing the misc slots, I don't think I would add any arm slots, it just seems too bizarre.
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December 23rd, 2005, 10:18 AM
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Second Lieutenant
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Re: Treelords in Conceptual Balance
but you should really tone down the gem generation a little. Right now it´s pretty crazy, the n6 treelord pays for itself after only ~8 turns. And then you still have a supersturdy n6 mage.
I´d say remove the misc slots and give them 2 less gems per turn each and they´d be fine.
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December 23rd, 2005, 10:19 AM
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Lieutenant General
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Re: Treelords in Conceptual Balance
yah, that sounds about right
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December 29th, 2005, 08:26 PM
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Second Lieutenant
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Re: Treelords in Conceptual Balance
with arm slots they could also wield shields/ weapons. Not usually a problem, since they're nearly immobile, but their stats arent bad at all, and they could be rather nasty fighters. Just a thought.
Pro Immobility, Valandil.
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January 14th, 2006, 12:01 AM
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Private
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Re: Treelords in Conceptual Balance
If I might make a totally odd suggestion. Since Tree Lords (ents) are notoriously neutral when the spell is cast it should result in a new magic site that is the tree lord. He might decide to ally with you and turn up in a battle, but his real concern is making the forest a safe place for trees. So he add growth and life to the province, pumps vine critters into PD if he likes you, and does attrition attacks on eco unfriendly troops. If you attempt to build a castle in the province he should attack you and make the province independent if he wins. Then he builds for max defense. Give him an enter site option for any nature mage (pluses for druids) that lets you make deals with him.
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