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July 7th, 2007, 08:56 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Thanked 67 Times in 27 Posts
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Re: Nation mod: Pythium Wild Magic (LA)
FWIW, when I tried that double-copystats trick with the Summer Lion, it didn't work  . I might have done it wrong, though, or it might be a feature of bonus weapons.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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July 7th, 2007, 10:06 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Nation mod: Pythium Wild Magic (LA)
I take it, it still has plenty of balancing issues? looks like it's gonna be good once you get the artwork done, and um, make the mages a tad weaker, I found them very strong mages, and the most common sepll being used was gifts from heaven very devastating, if you have say five, with only 2 earth 1 astral and 1 air, first: Aim, Summon Earth power, Girts from heaven, etc, I think even once they're price properly they need to be weakened at least a bit
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July 7th, 2007, 12:56 PM
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Corporal
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Join Date: Feb 2004
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Re: Nation mod: Pythium Wild Magic (LA)
I orriginally wanted the mages to start horror marked, the occasinal horror attack would add to the unpredictable feel of the nation, while any spells/monsters that prefer horror marked targets will attack the battle mages first, but this couldn't be done.
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July 8th, 2007, 06:45 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Nation mod: Pythium Wild Magic (LA)
hum, well, you could give them a item couldn't you? aren't there any magic weapons or armor that horror mark?
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July 8th, 2007, 06:49 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Re: Nation mod: Pythium Wild Magic (LA)
It's worth a try, but most magical items seem to lose their magic if you give them to units as default equipment.
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July 8th, 2007, 09:16 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
Posts: 2,162
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Re: Nation mod: Pythium Wild Magic (LA)
You could give 'em a Vale of Infinite Horror as the starting site, which gives a chance of horror-marking any poor sap who stays in the capitol, in addition to unrest.
Not quite the same, but still evil.
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Are we insane yet? Are we insane yet? Aiiieeeeee...
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July 9th, 2007, 03:56 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Nation mod: Pythium Wild Magic (LA)
you could put that and a site to reduce unrest cause, I doubt you really want the unrest.
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