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  #1  
Old March 17th, 2005, 02:31 AM

quantum_mechani quantum_mechani is offline
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Default Re: Nation Mod Release: Gollarn

Quote:
Verjigorm said:
Interesting and innovative so far. I'm not really an expert on costs so I won't say much, but how did you determine the cost of the Clay Spirit pretender--to me, at first glance, he seemed a bit cheap at only 20 creation points.

<< Edit >>
Oh! I figured out (exactly) what the problem with the newlines in the summaries is. The standard newline sequence CRLF (stands for Carriage Return, Line Feed from a standard typewriter) on Linux (i assume) is LFLF or a sequence of (hex) 0A0A. Most editors produce the standard carriage of 0D0A. Use 0A0A (if you like hex editing or have a program that allows this) instead to insert the linefeeds.

He may be a bit over-cheap, but I think the lack of slots, mostly bad stats (for a pretender) and high magic path cost limit his use as anything but a bless pretender (which gollarn can't use as it stands...). Thanks for the tip about the summary.

EDIT: The link works for me, I'm not sure what the problem is.
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  #2  
Old March 17th, 2005, 04:25 AM

moodgiesanta moodgiesanta is offline
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Default Re: Nation Mod Release: Gollarn

I think the mod overall looks very cool. It is extremely unique. Just here to say it is very cool. Also, there are two "and"s in the Giant Bat Rider text right next to eachother.

The Depth Mind is, by the way, in my opinion one of the coolest pretender ideas ever, mod or not.

EDIT: Also, the Clayformer, in my opinion, ought to be capital only. In a Faerun game or similarly large map, a hugh gold income + some castles = massive gem income. Plus, you can convert earth gems directly to gold, so you can explosively grow your earth gem income after a time.
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  #3  
Old March 17th, 2005, 11:14 AM
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Graeme Dice Graeme Dice is offline
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Default Re: Nation Mod Release: Gollarn

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moodgiesanta said:
Plus, you can convert earth gems directly to gold, so you can explosively grow your earth gem income after a time.
This is only true if you've found an alchemist site, or have the alchemist's stone, as a gold cost of 400 means that their upkeep is 13.3, which is 3.3 more than the 10 gold you get from each earth gem.
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  #4  
Old March 17th, 2005, 01:41 PM
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Default Re: Nation Mod Release: Gollarn

One could also look at it as reverse alchemy 13.3 gold to 1 gem (less research/casting abilities of course). I agree with the cap-only restriction. Their usefulness is extraordinary--no one else has such a thing, so it should probably be confined to a single province.
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  #5  
Old March 17th, 2005, 01:53 PM

quantum_mechani quantum_mechani is offline
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Default Re: Nation Mod Release: Gollarn

Quote:
moodgiesanta said:
I think the mod overall looks very cool. It is extremely unique. Just here to say it is very cool. Also, there are two "and"s in the Giant Bat Rider text right next to eachother.

The Depth Mind is, by the way, in my opinion one of the coolest pretender ideas ever, mod or not.

EDIT: Also, the Clayformer, in my opinion, ought to be capital only. In a Faerun game or similarly large map, a hugh gold income + some castles = massive gem income. Plus, you can convert earth gems directly to gold, so you can explosively grow your earth gem income after a time.
Thanks for the feedback, from everyone's comments here is what I'm thinking for the next version:

*Depth Diver again sacred, possibly a cost increase to go with it.

*Switch clayformer and watcher of the depths capital only status.

*Possibly change watcher of the depths paths to 2E1S1B and
two linked sorcery randoms.

*Make Raider 9 gold.

*Fix bugs and typos.

BTW, anyone who can't make the attachment work, send me a PM and I will E-mail them the file.

EDIT: I updated the attachment with the changes.
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  #6  
Old March 17th, 2005, 06:13 PM
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Default Re: Nation Mod Release: Gollarn

Great mod.
Very innovative and unique.
I immediatly fell in love with the depth mind. very very cool :
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  #7  
Old March 17th, 2005, 07:18 PM
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Default Re: Nation Mod Release: Gollarn

Great mod, great feel! Truly original. Nice!

- I think this would be thematically even cooler: Let the burrower be able to burrow underground: it could have stealth 30 (that is: never be found, basically, except by freak chance); however, reduce their protection down to 6 or 8 at most -- they dont wear armor (obviously!), because not only is it nearly impossible to armor such a beast but because when burrowing, they would whiddle it away in moments. Give it 70 HP or so. Reduce Morale to 14. I think they should cost a bit more. You could even do this: "When these beasts become seriously injured, they return to their underground caverns to nurse their wounds in the darkness, contemplating their revenge upon the creatures of light." -- in other words, they could have recuperation (when stealthy, which doesnt work currently, but you get the idea). Ideally I could also picture them as blind, but with a new weapon, Worm Bite, which has decent attack to make up for that.
- The assassin needs to have stealth 10 or 15 maximum
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Old March 17th, 2005, 07:41 PM

quantum_mechani quantum_mechani is offline
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Default Re: Nation Mod Release: Gollarn

Quote:
tinkthank said:
Great mod, great feel! Truly original. Nice!

- I think this would be thematically even cooler: Let the burrower be able to burrow underground: it could have stealth 30 (that is: never be found, basically, except by freak chance); however, reduce their protection down to 6 or 8 at most -- they dont wear armor (obviously!), because not only is it nearly impossible to armor such a beast but because when burrowing, they would whiddle it away in moments. Give it 70 HP or so. Reduce Morale to 14. I think they should cost a bit more. You could even do this: "When these beasts become seriously injured, they return to their underground caverns to nurse their wounds in the darkness, contemplating their revenge upon the creatures of light." -- in other words, they could have recuperation (when stealthy, which doesnt work currently, but you get the idea). Ideally I could also picture them as blind, but with a new weapon, Worm Bite, which has decent attack to make up for that.
- The assassin needs to have stealth 10 or 15 maximum
Maybe I could make it two units, a burrower with armour plates for war (like the current one), and one more like the wild burrowers you describe. One problem with your burrower design though, they need a 30 stealth commander to make use of the stealth (and you already didn't like the master hunter's stealth...). Also, I feel they might end up competing with, rather than complementing the current gollarn stealth forces.

@izaqyos: Thanks
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  #9  
Old March 18th, 2005, 11:22 AM
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Default Re: Nation Mod Release: Gollarn

Quote:
quantum_mechani said:
Quote:
tinkthank said:
Great mod, great feel! Truly original. Nice!

- I think this would be thematically even cooler: Let the burrower be able to burrow underground: it could have stealth 30 (that is: never be found, basically, except by freak chance); however, reduce their protection down to 6 or 8 at most -- they dont wear armor (obviously!), because not only is it nearly impossible to armor such a beast but because when burrowing, they would whiddle it away in moments. Give it 70 HP or so. Reduce Morale to 14. I think they should cost a bit more. You could even do this: "When these beasts become seriously injured, they return to their underground caverns to nurse their wounds in the darkness, contemplating their revenge upon the creatures of light." -- in other words, they could have recuperation (when stealthy, which doesnt work currently, but you get the idea). Ideally I could also picture them as blind, but with a new weapon, Worm Bite, which has decent attack to make up for that.
- The assassin needs to have stealth 10 or 15 maximum
Maybe I could make it two units, a burrower with armour plates for war (like the current one), and one more like the wild burrowers you describe. One problem with your burrower design though, they need a 30 stealth commander to make use of the stealth (and you already didn't like the master hunter's stealth...). Also, I feel they might end up competing with, rather than complementing the current gollarn stealth forces.

First of all, sorry: I should have said that I imagine the Burrower to be a *commander* (with 0 leadership and 0 slots, like the Vastness), I imagine single pricey huge lurking underground beasts burrowing around, lonesome and strange.
I didnt like the Assassin's 30 stealth only because he is an assassin. The Worm, when Burrowed, won't be doing anything but recuperating, lurking, or eating rocks; he wont be killing people.
I love the idea of a burrower, but since dom2 doesnt support a WarcraftIII-like "Burrow" command (quelle surprise!), I think giving it high stealth would be the next best thing.

Anyhow, it is YOUR mod, so you do what YOU want! (I just thought this would be a spicy enhancement to your already excellent idea, and anyhow I cannot imagine putting armor of any kind on a 90 foot burrowing worm.)
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