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  #1  
Old June 10th, 2004, 03:18 PM
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Graeme Dice Graeme Dice is offline
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Default Re: Exalted Mod

Quote:
Originally posted by Vicious Love:
And I thought my Eshin assassins were overpowered...
I am SO looking forwards to this.
Well, you'll have to make sure that you don't change the actual units that have already been recruited, but instead modify the recruitable units list. Otherwise the stats will constantly change of units in the field.
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  #2  
Old June 10th, 2004, 04:03 PM

Tris Tris is offline
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Default Re: Exalted Mod

Just had an idea:

Swop blood magic for Exalted summoning.

You can recruit normal humans, and you can have people out looking for Exalted. When you've looked enough (lots of blood slaves) you can cast the spell "Summon Solar" and a random exalted type appears.

Thought I'd throw that in, as one way to limit availability.
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  #3  
Old June 10th, 2004, 05:13 PM

Scott Hebert Scott Hebert is offline
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Default Re: Exalted Mod

While an interesting idea, Tris, I need to have Blood magic for summoning Demons. Alternatively, I can make the Demons like the Tien Chi national summons, and do what you suggest... but I don't think I like 'bloodhunting' for Solars.

BTW, is there anything to prevent you from having spells that do the exact same thing (say, summon the same unit), and simply make it different reqs? I mean, the Exalted have the means to bind demons through Sorcery, but anyone can use Blood magic to summon those same demons...

Preliminary tests with the Solar end of the mod have some interesting results. Night Castes are excellent Assassins... unless they go up against HC/Knight Commanders. Caveat Emptor. As for the rest, the Dawn has severe fatigue problems, the Zenith runs around with the troops, and the Eclipse is being overlooked. The Twilight stands out as the best, but they're your only really good researchers.

It doesn't seem nearly as 'broken' as the stats might suggest... that, or I don't know how to make SCs (or when).

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  #4  
Old June 11th, 2004, 05:53 AM
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Default Re: Exalted Mod

You can't currently duplicate spells - only change the requirements of existing spells. But you can make a spell become a national spell, which sounds like it might accomplish what you want.

PvK
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  #5  
Old June 11th, 2004, 10:59 AM

Tris Tris is offline
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Default Re: Exalted Mod

Hmmm...

Ok more ideas:

The blood was supposed to represent a thorough search through the populace to root out Solars. You find lots of people, check, and find 1 is a Solar.

If every Solar is a lvl 1 priest (at least) they should all have a lvl 1 priest spell called "Spend Essence" which allows them to recover all/some fatigue. Would solve Dawn problem.

Daiklaives (sp?) :

Make a large number of named Indy commanders, to be placed randomly. Each has a single powerful item. When you conquer the province, your Exalted will have a chance of finding an ancient weapon, perhaps from a past life.
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  #6  
Old June 11th, 2004, 03:13 PM

Scott Hebert Scott Hebert is offline
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Default Re: Exalted Mod

PvK, thanks for the info. Most of these would have to be national spells, but I'll work on it.

Quote:
Originally posted by Tris:
Hmmm...

Ok more ideas:

The blood was supposed to represent a thorough search through the populace to root out Solars. You find lots of people, check, and find 1 is a Solar.
Right, but that's not exactly how it works. Besides, I don't want the Solars to have Blood magic. That's the province of the Abyssals and the Infernals.

Quote:
If every Solar is a lvl 1 priest (at least) they should all have a lvl 1 priest spell called "Spend Essence" which allows them to recover all/some fatigue. Would solve Dawn problem.
Very similar to what my twin has come up with. It would be a FS national spell, since all Solars have at least FS. BTW, I should mention that my brother is doing quite a lot of playtesting and making balance suggestions for this mod. Don't think I'm doing all of this by myself.

Quote:
Daiklaives (sp?) :
Lose the second i, and you're fine.

Quote:
Make a large number of named Indy commanders, to be placed randomly. Each has a single powerful item. When you conquer the province, your Exalted will have a chance of finding an ancient weapon, perhaps from a past life.
I could do that, but I'm not sure how. You can't mod magic items at all right now. I can make daiklaves and such 'normal' equipment, and make them the base equipment of the Exalted... but that'd make them a little too powerful.

Ah well. Must work within current restraints. I almost have the Terrestrials done.

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  #7  
Old June 11th, 2004, 04:33 PM

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Default Re: Exalted Mod

Another thought:

If you are limiting sacred status to Exalted only, Battle Aura could be implemented through bless. Then just mod the pretenders to acquire the correct bless effect and you are ready to go! Fear, berserk, flame weapons, etc. All appropriate.


Concerning Lunars:

It could be cool to mod, say, 4 or five shapeshifts to the Lunar Exalted. Either just different skinshifters, or even better, a cycle similar to lamias, but longer. To elaborate, when your initial Lunar commander dies, it changes to, say, a wolf. Then when this wolf dies it changes to a bear. And so on. This would give a dramatic twist to battles, as the Exalted changes form time after time.

Dunno if that's even doable, don't have the documentation at hand right now, but it would be cool if it would.
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