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				February 27th, 2005, 11:19 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: A New Mod: Oglala Sioux 
 
	Quote: 
	
		| tinkthank said: OK I hope to bring out a version 1.01 in a few days with some minor nerfings to a few units and 1 bugfix
 
 |  I'll happy to try and host it as soon as you release
 
good play 
Liga |  
	
		
	
	
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				February 28th, 2005, 09:06 AM
			
			
			
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				 Re: A New Mod: Oglala Sioux 
 Thank you very much.
 I would like to add this update to Version 1.01 here, and would happy if you and others could host it.
 
 I would like to thank everyone for their feedback so far. It was very helpful for generating this update.
 
 This update mostly has NERFS -- I hope this meets with your approval.
 
 Here are the changes:
 
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 BALANCE
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 NERFS:
 - With only 1 exception, increased Encumberance of ALL recruitable units and all heroes by 1-3
 - Reduced protection of Crazy Horse rider by 1
 - Reduced Feathered Leather to Prot 4, retained Enc 1
 - Holy Chieftan must ride naked (or with his Ghost Shirt): he no longer has a body slot
 - Reduced HP of Oglala Raider by 2, reduced both Strength and Attack Rating of Oglala Raider by 1
 - Decreased Defense of mounted Hunter and Foot-hunter by 1
 - Increased Resource Cost of Oglala Warrior and Warrior Chieftan
 
 
 BONI:
 - Increased Strength of Oglala Warrior by 1, he now wears Ornamental Armor
 - Holy Chieftain now has 1 natural Protection
 - Warrior Chieftan, Elucidator of Traditions and the Master of Dream-Visions now have Charmed Feathered Leather, costs more resources
 - Changed Magic Warpaint to Prot 5
 - Chieftan now wears Ornamental Leather, costs more resources
 
 
 OTHER:
 - Changed Ornamental Leather to Prot 6, Enc 2
 - Holy Chieftain and Crazy Horse Rider now have Magic Warpaint
 
 
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 MISC
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 - Added new authentic names, deleted a few embellished names; authentic name count now
 
 approx. 200
 - Crazy Horse, the Hero, no longer has a Tien Chi name
 
 
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 NOTES
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 - Still waiting for the ability to mod (negative) Fort Defense bonuses (penalties)
 - Still waiting for the ability to mod patrol bonuses
 - Hoping for the ability to mod awe ability with negative modifiers (weak awe: -2)
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				February 28th, 2005, 10:45 AM
			
			
			
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 Second Lieutenant |  | 
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				 Re: A New Mod: Oglala Sioux 
 it is on my web site now!
 thank you
 Liga
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				February 28th, 2005, 11:34 AM
			
			
			
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				 Re: A New Mod: Oglala Sioux 
 Just one question, what would the consequences of weak awe be? |  
	
		
	
	
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				February 28th, 2005, 11:42 AM
			
			
			
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				 Re: A New Mod: Oglala Sioux 
 
	Quote: 
	
		| Thilock_Dominus said: Just one question, what would the consequences of weak awe be?
 
 |  Well, awe+1 means that a unit with Morale of 10 (or 11? I forget) has a 50% chance of overcoming an awe check, while an awe of +10 means that you need a morale of 20 to do the same. Although it would be nice to know how this is scaled for Morales greater or lesser than this median (I mean: If you have a Morale of 13, do you have a 70% chance of hitting an Awe+1 creature, or a 55%, or a 95%?), I do not.
 
So I would have hoped that an Awe -2 would mean that a creature with a Morale of 9 has a 50% chance of striking successfully. |  
	
		
	
	
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				February 28th, 2005, 11:46 AM
			
			
			
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				 Re: A New Mod: Oglala Sioux 
 Ahhh! Wouldn't a better ability apply like 'Hatred'? Maybe not... |  
	
		
	
	
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				February 28th, 2005, 11:57 AM
			
			
			
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				 Update 
 Sorry, in the version 1.1 which I had posted above there is a mistake: I had used the #itemslots suggestion, unknowing that #mounted does not override the foot slot.
 This version 1.11 attached here is identical to the one posted in 1.1 above, but removes the falsely added foot slot from Holy Chieftan. (Now the Holy Chieftan has no body slot and, as it should be, also no foot slot.)
 
 Sorry.
 And sorry, Liga -- could you switch again?
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				February 28th, 2005, 01:27 PM
			
			
			
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 Corporal |  | 
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				 Re: A New Mod: Oglala Sioux 
 
	Quote: 
	
		| tinkthank said: 
 
	Well, awe+1 means that a unit with Morale of 10 (or 11? I forget) has a 50% chance of overcoming an awe check, while an awe of +10 means that you need a morale of 20 to do the same. Although it would be nice to know how this is scaled for Morales greater or lesser than this median (I mean: If you have a Morale of 13, do you have a 70% chance of hitting an Awe+1 creature, or a 55%, or a 95%?), I do not.Quote: 
	
		| Thilock_Dominus said: Just one question, what would the consequences of weak awe be?
 
 |  
 So I would have hoped that an Awe -2 would mean that a creature with a Morale of 9 has a 50% chance of striking successfully.
 
 |  IIRC awe works like most other opposing checks in Dom2: 
X + 2d6(oe) vs Y + 2d6(oe), where X and Y are a mix of stats  and various boni/penalties etc.
 
In your example (awe+1 vs moral 13): 
X = 11 and Y = 13
 
Look in  this  thread. Look-up "-2" in Endoperez' chart. The chance of overcomming the awe is ~70%.
				__________________If I have seen further, it is by standing on the shoulders of Niefel Jarls
 - Sir Ice-ac Newton
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				February 28th, 2005, 06:07 PM
			
			
			
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 Major General |  | 
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				 Re: A New Mod: Oglala Sioux 
 
	Quote: 
	
		| liga said: it is on my web site now!
 
 |  Version 1.11 is up on my site too. |  
	
		
	
	
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				March 3rd, 2005, 06:08 PM
			
			
			
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 Lieutenant Colonel |  | 
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				 Re: A New Mod: Oglala Sioux 
 Thanks very much! |  
	
		
	
	
	
	
	
	
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