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  #1  
Old March 29th, 2008, 03:49 PM

spirokeat spirokeat is offline
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Default New Nation - The Shogun of the Dark - Rise of the Ninja

Uploaded new Version 1.04 - 12/03/2011
General Stat tweaks across nation
Removed poison from Kuramaken Shuriken
New Hero Sho Kusogi, Scorpion Clan Ancient
New Unit Scorpion Clan Ninja trainable by Sho Kusogi
New unit Endless Genin summoned by Endless Genin spell
New Spell Endless Genin
New Weapon Kusarigama used by Scorpion Clan Ninja
fixed Devil Ninja form on Ninja Shapeshifter
Added tentacle weapons to Pennagolan

Comments welcome.

This is a new nation that is meant to stand alongside or be played instead of later era Jomon.

The Shogun of the Dark - Rise of the Ninja.
ver 1.04
Dom Version 3.26


The Human Daimyos are nothing, it is the Shogun of the Dark who truly wields power
in Shinuyama. Long ago did the Bakemono and their Oni flee back to Yomi and the Underworld but the Ninja Clans remember the road to hell, the road of vengeance called Meifumado.

The shadow lands which surround it are filled with those who have fallen, bitter in defeat and desiring vengeance and now the new god is rising that vengeance shall be fulfilled as once again the road of Meifumado is walked.

Race: Humans with some Demons.

Military
Troops: Bandits, Ronin, Venguful Samurai, Ninja Genin, Ninja Poisoners, Ninja Shapeshifters

Commanders: Ninja Assassins,Ninja Mystics, Ninja Bloodwalkers, Ninja Poisonmasters, Masters of the Ebon Lotus Shugenja, Geisha Seductress, Kolat Infiltrator, Kolat Oyuban.

Heroes: The White Ninja, Hanzo Hattori, Masaaki Hatsumi Undead Shogun of the Dark, Sho Kusogi, Scorpion Clan Ancient.

Pretenders: Undead Shugenja.

Magic: Moderate. Death, Blood, Nature, Astral.

National Summons: Undead Samurai, Kumo Spider Spirits, Ninja Spirits, Pennaggolan, Ghost Generals, Kitsune, Nushi, Vampire Spirits.

Strengths
Spys, Assassins, Seducers. Many troops possess abilities. Poisons

Weaknesses
Weak leaders, Little variance on magic, weak armour. Limited
range missiles, poor priests.

Concept

The idea is inspired from a variety of sources, Legend of the five rings, some anime, shogun assassin and my own general love of the ninja myth. A single assassin in LE Jomon simply wasn't enough !

My basic theme is the idea of the road to Meifumado which is the road of vengeance which leads to hell. The Ninja clans all work from the shadows and are run by the Shogun of the Dark. The Shadowlands surround the road and are home to to many things including those who have fallen whilst seeking vengeance.

All feedback and ideas welcome.



Previous change logs
EDITED *Uploaded new version 1.03b
Added blood 1 to Kolat Oyuban to make douse work but reduced his research to minimum to keep concept.
Changed Kintaro The White Ninja to just White Ninja to overcome naming issue. Changed few spelling mistakes.

EDITED *Uploaded new version 1.03a
V1.03a Fixed monster numbers to work with Dom ver3.23b
placed mod in ZIP file rather than .RAR as requested earlier
EDITED *Uploaded new version 1.03*
V1.03 Added new graphics for Bandit and Bandit Leader
Geisha Seductress seduce is reduced slightly
Douse bonus on Kolat Oyabun should now work.

v1.02 Added 2 new heroes, Masaaki Hatsumi and Hanzo Hattori
New national summons - Pennaggolan
Ninja Assassins given chance of Ninja magic path, research bonus and leadership.
Ninja Troops given Kurumaken Shuriken
Ninja Poisoners given Ninja Blowpipe
this means poisoners have a significant range advantage over standard shuriken ninja.
Attached Files
File Type: rar ShogunV1.04.rar (56.5 KB, 424 views)
File Type: zip ShogunV1.04.zip (59.8 KB, 308 views)

Last edited by spirokeat; April 12th, 2011 at 09:15 AM.. Reason: Updating Mod.
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  #2  
Old March 30th, 2008, 05:14 AM
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Default Re: New Nation - The Shogun of the Dark

Quote:
spirokeat said:
(currently it seems to only appear in middle era, no idea why, perhaps someone can tell me)
Sure.
#era is not supposed to be capitalized.

I'll try out the mod in-game later.
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  #3  
Old March 30th, 2008, 05:34 AM

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Default Re: New Nation - The Shogun of the Dark

Thanks Saulot !

Tis now working. I also noticed 2 descriptions I missed so will upload a new version later today.
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Old March 31st, 2008, 04:13 AM
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Default Re: New Nation - The Shogun of the Dark

mm, there's also a problem with the two Ronin

1st Ronin costs both more gold and res and is the same stats as the second, though by the looks of it, one of them should have a No Dashi instead of a Katana.

Bandits, have scale mail armor, yet they simply look the same as other banits with Ashigo armor or somthing, that and they do not have helmets.

Bandit leader is weilding a falchion, does that fit??

Ninja poisoners seem rather useless to me, I'd suggest to make a kind of weaker unit, and less gold and res demanding.

Make ninja spirits better, they are pathetic and cost 10 astral gems, they don't even have lifeless and cold resistance like most undead, If I remember correctly they had fists, they are not worth 10 astral gems.

other than that, the nation doesn't seem to be too unbalanced or dysfunctional.
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  #5  
Old March 31st, 2008, 06:37 AM

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Default Re: New Nation - The Shogun of the Dark

Yes, one should have a No-Dashi, looks like I missed a " mark. Fixed.

I want the bandits to be less equiped than other bandits, hence scale mail rather than full Ashigaru and no helmet. I may try to change the graphic a little to show this more.

The troop scaling concept was. Armoured with spear (bandit) and then skilfull with swords and then into the specialist ninja and finally on the skillfull and armoured Masters of Death.

Poisoners need looking at. They are using the woodsman blowpipe which doesn't seem to be very effective. The poisoners are meant to be shorter range but deadly missle combatants.

Will look at ninja spirits. They are intended to be between shades and spirit mastery. I may just have set the astral cost too high.

I also fixed Geisha, I had not set them to female...which basically meant there were lots of ugly lady boys running round trying to seduce commanders.

I've probably made the one hero I've done too powerful at the moment too but I'll see.

Thanks for the feedback Juzza. Will upload a fix for that lot shortly
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  #6  
Old March 31st, 2008, 11:06 AM
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Default Re: New Nation - The Shogun of the Dark

Where are your assassin researchers?


If a nations is supposed to have awesome assassins, and you actually want everything based on assassinations, their researchers should be assassins. Giving Ninja Assassin's 10% chance of a Death random and a small researchbonus would achieve this. It's not my mod, of course, but this has been on my mind ever since LA Abysia didn't get a cheap, sacred mage-assassin.
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  #7  
Old March 31st, 2008, 11:55 AM

spirokeat spirokeat is offline
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Default Re: New Nation - The Shogun of the Dark

The mod is themed for Ninja in general rather than the specific role of assassination, which ultimately anyone with a black heart can do.

Ninja Mystic, Poisonmaster and Bloodwalkers are all still Ninja albeit trained as Shugenja.

But it's worth a thought, I like your suggestion.

My problem at the moment is making the poisoners useful in light of general ninja use of Shuriken. I probably need to make an alternative Shuriken with a weak poison for the troop ninja to use and keep the current strong poison version on the commanders, when they use them.

Anyone know how to make a missle weapon's range based on strength. I can't see it in the mod manual.
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Old March 31st, 2008, 11:58 AM

spirokeat spirokeat is offline
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Default Re: New Nation - The Shogun of the Dark

Actually a second thought could be a random chance on any of the Shugenja Ninja skill lines, so the assassins are actually drawn from general ninja ranks rather than specific type of Ninja.

so 10% chance on either death, blood, nature or astral. with a small research bonus....

Hmmm, possibilities.
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  #9  
Old March 31st, 2008, 12:01 PM
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Default Re: New Nation - The Shogun of the Dark

If you look at the manual, Fire Bolas as listed as Range: -1 and is range: strength in game. However, the ranges allowed in modding start from 0. Thus it's impossible to mod ranged weapons whose range is based on strength.

Last edited by llamabeast; October 6th, 2010 at 02:00 PM..
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Old March 31st, 2008, 12:23 PM

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Default Re: New Nation - The Shogun of the Dark

Be careful if giving troops ranged weapons with weak poison. The poison ignores armour and shields, so the troops have to be of high enough cost or they will be overpowered and kill just about anything in numbers. I had this issue with the Skaven Gutter Runners and the lizardmen skinks I'm currently working on.
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