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Old November 22nd, 2006, 04:44 AM
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Default Re: Seven Nation Army (combined mod proposal)

DrPraetorious, why do you say that playing with multiple custom nations before national spell modding is just asking for pain?
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Old November 22nd, 2006, 03:30 PM
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Default Re: Seven Nation Army (combined mod proposal)

Because when I started pooling my own mods I had national spells that my own other custom nations could cast

I also intend to add a *lot* of my own national spells to existing nations as part of the mod, and if I just throw them in as universal spells it completely unbalances everything.
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Old November 23rd, 2006, 03:16 PM

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Default Re: Seven Nation Army (combined mod proposal)

Quote:
Some of them seem a bit over-special, such as the Onyx Amazons with Elemental Armor (though the elemental protection doesn't work because magic powers of magic items don't work when applied as intrinsic equipment - you'd need to add the resistances to the unit...
The intention is actually not to give them energy resistance to everything, but merely to give them high quality plate armor that is relatively light. Not quite Black Plate, but it will do.

In short, the amazons who are supposed to be energy resistant (green and red) already are and are by dint of tribal rituals, not armor.

In short, the Onyx Clan has armor that is only moderately special - they get something that is a litle better than Full Chain Mail for the resource cost of full chain mail. That's pretty nice, and a major selling point of the nation - but that's about as far as it goes.

-Frank
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