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September 2nd, 2007, 07:04 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Pirate Nation!!
Edit: Oh and thankyou for those kind words! though I've got no idea what the CBM versions are, they just don't appeal to me and I haven't looked.
This is the kind of freeback I really really want!! alos, I may not update this until the next patch it out
Okay, the grapplers, noo! no more armour, it's part of the whole, these are still pirates thing, pirates need to run around their ship doing stuff and they can't do that in heavy armour and yes! the blood guards a very strong, I thought I should increase there cost a bit, I might up it to 25.
... well uh, I sorta forgot about scouts, heh silly me! I'll put that in next update.
Yeah, I think I've got an idea as to why, I may mesh together a few ideas.
Huh, I didn't know you could only ever sail across one thing of water!! that just means they move super fast on land, gah!! I'll make then a little different, something more suiting to the name Dread Captain as well.
Now the only reason I haven't added more is that, I don't know how and I'm kinda reluctant to learn how, but I'll have a look since you asked.
Yes I will be making at least three national heroes, and EarthRaver, I'm not sure about making those kind of heroes, this isn't the exact same concept as that, but I'll look into the flying dutchman sorta thing.
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September 3rd, 2007, 01:16 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
Posts: 1,032
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Re: Pirate Nation!!
Nice mod!
Here are a couple things:
Why would I get the Pirate when I can get a Pirate Harpooner for 1 extra resource? The 1 less morale and attack doesn't really concern me. Perhaps make them a bit more expensive, or Pirates a bit cheaper? If Regular Joe Pirate had less resource-hogging armor, I could also mass them and they would have their own niche. Right now I would never use them.
Pirate Lords are... bizarre. Would it make sense for them to have a bit of priestly power as well? I usually only get two paths, but the possibility for who-knows-what is pretty exciting
Is there a reason there is no blessable unit? It seems the Redguard might be a good choice, and it would limit the number recruitable so you don't get "elites only" armies.
Wind Channelers seem kind of meh for their cost - at least in comparison to the Arcanists, who are awesome. I think I'd only recruit one if I was very low on gold. If the Arcanists were capitol-only, it would make it a much more difficult choice, though the nation would be significantly weaker.
One other thing I would add - and this might just be me - would be an Animal Trader or something that freespawned various exotic pets for the pirates. 
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September 3rd, 2007, 04:03 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
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Re: Pirate Nation!!
I just had a couple of quite looney ideas while I was at work. (It can get quite boring once in a while and your mind starts to wonder).
I remembered how some guys tried to make a stelthy Gluttony 100 unit to hog opponent's supplies. It didn't work, so I'm quite sure that the opposite (a scout unit with supply bonus) won't supply enemy. This makes one unit possible. Smuggler. He's your basic average scout, but with a thematic reason to have sailing. Plus, I was thinking he could have supply bonus of 20-30 (you know, they can smuggle some food where-ever your army is). Thye would also be useful in sieges, where they can smuggle food to the castle. (I know, stolen form G.R.R Martin's book). Perhaps they could have some leadership (20?) and you could make a "Thug" unit (lowly armored, cheap, stealthy because they blend in with the masses) to have some stealth power.
I also got a bizarre pretender idea (If you don't know how to mod pretender choises them, why not just ask someone?). A magical star which has always led Free Porters home that has descended down form heavens to lead his favourite city to glory! He could be like this nations own "Baphtomet" or "Glowing Glyph". Immobile, Ethereal, reasonably and cheap good magic. (like S2,A2), The graphic wouldn't probably be too tough to make.
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If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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September 4th, 2007, 03:04 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: Pirate Nation!!
I like the idea of the smuggler, and the pretender seems pretty good, I'll keep this stuff in mind, but I probably won't get much of it done till the weekend comes.
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September 17th, 2007, 02:49 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Pirate Nation!!
Okay, didn't ever get around to making my own pretenders but! I have added some to the selection!!! eeeee!! exciting! I also, change the dread captains and gave the Pirate lords a better story, and changed the pirate lords magic ever so slightly, I also increased the cost of blood guards and added the Smuggler!
Uuuum, still no heros, thats next on the ol' agenda.
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September 17th, 2007, 06:28 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
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Re: Pirate Nation!!
As they use mercenaries, they could have a kind of shock medium cavalry, as the Italian mercenary bands which were common (in Italy) at the medieval time.
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September 17th, 2007, 08:06 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Pirate Nation!!
Hmm, good idea!!!!! I have to do that when I add all the heroes! except, I do want to do something different with them, I want them to be a bit slower than normal horses, it's what a life at sea'll do to horse, yes, though, to make those animations is gonna be a bit tough! but I love a challenge!
Thanks for motivating me!!
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