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September 19th, 2007, 07:52 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Pirate Nation!!
I downloaded the new version and tried it out a bit. And here are my thoughts;
- I started bulding a fort on a Mountain province. Free Ports idea of a mountain port seems to be "Forest Rampants".
Probably not intentational?
- Smuggler is definately (IMHO) overprized. Basic Scout is 20 gold. Add 10 gold for stealth +10 and 10 gold for the supply bonus (I wouldn't pay more for it, at least) and you get a 50 gp unit.
- The new descriptions are cool and were clear of typoes, but weren't too well structured. The description for the Pirate Lord consists of two super-long sentences. Hmm, instead of always just *****ing about them, I could actually offer to do something concrete. If you don't mind, I could offer my helping hand in this issue. Since my pen-and-paper RPG group fell apart, I've been itching to do some minor creative writing.
- The new added pretenders are cool. I just think Lord of Fertility doesn't fit thematically. They're city folk afterall, what do they know about Nature? Why would they worship nature deity?
I'm writing this work, and it's getting busy out here. Í'll write the rest once I have more time.
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September 19th, 2007, 05:58 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
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Re: Pirate Nation!!
nah! it's okay to be complaining about it. I always do mess up sentences like that.
But it's the serpents I reeally want feedback on.
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September 21st, 2007, 02:25 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
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Re: Pirate Nation!!
Burnsaber? were you gonna give me some feedback on the serpent riders??
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September 21st, 2007, 03:35 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: Pirate Nation!!
Quote:
Juzza said:
Burnsaber? were you gonna give me some feedback on the serpent riders??
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Umm.. Serpent Riders? Color me confused. Is it a unit or a summon? I redownloaded the mod, but couldn't find them in the spell lists. I've been playing some more and I'm bruising MA agartha at the moment. I got a E1W1S1D1 Pirate Lord a while back. He's sweet.
I still have more to write, but I'll have to go work in a moment. I'll be back tonight!
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
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September 21st, 2007, 05:17 AM
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Second Lieutenant
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Join Date: Oct 2006
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Re: Pirate Nation!!
did you redownload it after I made
"Ooooh! I just came up with the most awesome thing!!! I did make some cavalry, but it looks kinda bland, buut! I was making a hero and I thought, heey! I could use this for a unit! though, I'd like some opinions on weather I should make it a hero or a unit permanently. And any balancing issues and weather or not I should make the mount survive when the rider is dead, check it out!!!!!! "
that post??
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September 21st, 2007, 05:31 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: Pirate Nation!!
Oh, I can see them now. They seem quite cool -> for balancing them, I suggest taking look at Sombre's "Arga Dis"-mod. It has balanced recruitable fear troops. You should comapare the Serpents to them.
Althought I have enjoyed palying the nation so far, I have a small gripe with it. Pirate Lords & Dread Captains are cool, but still the nation lacks a certain "oomph" thematically. I feel that it should be a bit more "piratey". I'm NOT talking about limp dudes with parrots and "y'arr"'s, but I feel that the nation should be a bit more disorderly.
When I think of a city ruled by pirates, I think of a city made with vice & debauchery. Think of a darkest, seeping watering-hole near a harbor and extend it to a whole city. Perhaps you have different idea about it (I'm quite sure you do since you gave them resource & gold bonuses at capitol).
If you want to go for a bit more "piratey" route, I'd like to suggest something along Thugs (I mentioned these earlier), Cutthroats (low cost assasin) and Crime Lords (these could all kinds of weird [censored], think of a mafia boss-> spy, summons thugs, etc..)
But the "tamed sea monsters" idea has merit, they could give the nation a unique feel. You'd just have to be careful that the naton wouldn't start to revolve around them. You could perhaps do some national summons on that area? Asp Turtles with Howdah's occupied with 10 crossbowmen! They'd be like medieval tanks.
But enough of that, I'll now move to other issues.
1) I feel that Dread Captains are overpriced. a d2 mage for 180 gold? Sure they are Amphibious, but still. 180 gold for D2? Currently I recruit one to do "Dark Knowledge" and then completely forget about them. They also still have mapmove 4. They need to be more badass to justify their gold cost.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
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 21st, 2007, 06:38 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!!
ahh thanks, I've made lots of fixes in most areas. I increased their cost by 50 and I might go even more their pretty good. I've also made the serpent fight on the for the rest of the battle, once the rider is dead. I like the idea of the Cutthroats, I'll need to post my other replies later, in a rush.
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