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  #1  
Old November 18th, 2006, 08:40 AM
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Teraswaerto Teraswaerto is offline
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Default Re: Nation mod: Marignon Reborn

They originally had fear and gcost of 60, but they seemed overpowered. Playtesting needed to reach an accurate conclusion.
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Old November 18th, 2006, 08:41 AM

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Default Re: Nation mod: Marignon Reborn

Hmm, i see your reasoning but upping the gold and taking away fear seems a bit extreme (1 or the other please )
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Old November 18th, 2006, 10:48 AM
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Default Re: Nation mod: Marignon Reborn

I've noticed something strange: the priests refuse to cast bless. Scripted or not, they never cast it.
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Old November 18th, 2006, 04:27 PM
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Default Re: Nation mod: Marignon Reborn

Quote:
Teraswaerto said:
I've noticed something strange: the priests refuse to cast bless. Scripted or not, they never cast it.
The sacred units they don't want to bless are undead, right? Perhaps the spell AI doesn't recognize undead holy units as eligible bless for the normal Blessing.
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Old November 22nd, 2006, 06:37 AM
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Default Re: Nation mod: Marignon Reborn

I really like the theme of this nation, but my first thought is "why make them undead at all?" There's already Ermor. If you have a Marignon nation that is hateful, cruel, diseased, immoral, cannibalistic fantatics...who are living, then it's a nice offset, and you'd lose a lot of the problems, like priests refusing to bless undead or troops being banished. I don't want to step on your toes, because it's a very nice mod, as-is, but you could probably keep your theme entirely intact, as well as most if not all units, just decide that the Marignon torturers found a third state between life and death. I'm reminded of the half-dead from The Chronicles of Riddick. Just a thought.
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Old November 22nd, 2006, 01:30 PM

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Default Re: Nation mod: Marignon Reborn

The one problem there is that he would need a price boost to the already expensive troops since they would no longer be banishable.
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Old November 22nd, 2006, 10:38 PM
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Default Re: Nation mod: Marignon Reborn

It's true, Shovah, but it would make the nation more distinguishable from Ashen Empire, which would be a valuable quality in and of itself. And it seems to me that Marignon might switch easily over to the darkside, BUT they would be far less likely to lose the "letter of the law" as it were, and start mass-producing undead, which would be a complete reverse-around from their stated goal of quashing the death-cults. They might come to resemble the enemy in methods and motives, but they'd not be near as likely to completely lose site of everything they once stood for, even if it's only going through the motions.

I also had the thought that, in place of units which were undeniably undead, it might contain units from other races which in-game are not normally viewed as absolute evil. Marignon might capture some of the declining and increasingly rare Late Era Jotuns, forcibly breed them and torture them (and all the other considerate things Marignon Reborn does for it's guests...Hostel, anyone?) and produce Jotun half-ghouls. They might cart off Pangaea's dryads and turn them into Hamadryad Blood-Drinkers, with hoburgs they could turn them into vicious little psycho-assassins, something like those guys from the Phantasm movies.

Again, they're just suggestions, it's not my mod and I don't...no, what are you doing?! Noooooooooooooo! No! Stop! Where are you taking me?!?! Don't do that! NO! NO DON'T TORTURE ME!!! AHHHHHH!!!!!
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Old December 2nd, 2006, 03:43 PM
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Default Re: Nation mod: Marignon Reborn

Quote:
Shovah32 said:
The one problem there is that he would need a price boost to the already expensive troops since they would no longer be banishable.
Solution : make them half demons instead of half undeads, and link the concep to blood magic experiments to create almost immortal warriors by infusing them with the soul of demons of something like that.

It would preserve the banishment, and keep better the style of marignon.
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