[Dom3] Draft: Etimhara Victorious
Moderator: Moderators
Etimhara Magic Sites.
Maw of Violations (Blood 0)
D5
Demonbred 87
Tower of Elder Law (Holy 0)
Arch Theurg 41
Fury Pillars (Fire 0)
Seshai Anakite 2025
The Pearl Gardens (Astral 0)
Trident Knight 1410 (Oceania)
--DrP
Maw of Violations (Blood 0)
D5
Demonbred 87
Tower of Elder Law (Holy 0)
Arch Theurg 41
Fury Pillars (Fire 0)
Seshai Anakite 2025
The Pearl Gardens (Astral 0)
Trident Knight 1410 (Oceania)
--DrP
Chaosium rules are made of unicorn pubic hair and cancer. --AncientH
When you talk, all I can hear is "DunningKruger" over and over again like you were a god damn Pokemon. --Username17
Fuck off with the pony murder shit. --Grek
When you talk, all I can hear is "DunningKruger" over and over again like you were a god damn Pokemon. --Username17
Fuck off with the pony murder shit. --Grek
Carthacia
Altar of Transtheism
Priest smith
Earth 1
Door Upon the Hill
Tuatha
Nature 1
Air 1
Idisiaviso
Valkyrie
Death 1
Union of the Godless
Guardian
Fire 1
I should be able to post link to an updated version of the mod template tomorrow afternoon. Making changes does not take much time, but I would prefer to do as much as possible in a single sitting, before uploading another version.
Altar of Transtheism
Priest smith
Earth 1
Door Upon the Hill
Tuatha
Nature 1
Air 1
Idisiaviso
Valkyrie
Death 1
Union of the Godless
Guardian
Fire 1
I should be able to post link to an updated version of the mod template tomorrow afternoon. Making changes does not take much time, but I would prefer to do as much as possible in a single sitting, before uploading another version.
- angelfromanotherpin
- Overlord
- Posts: 9752
- Joined: Fri Mar 07, 2008 7:54 pm
Oh, this is how we're doing it?
Ulvolge Capital Sites
Open Palm Pavilion (astral)
Income: Astral 4
Unit: Rishi 1144
Clenched Fist Fortress
Income: Earth 1 (Earth)
Unit: Adon 2027
The Bush (Nature)
Unit: Jotun Woodsman 784
Vogelfang (Death)
Unit: Poison Slinger 503
Ulvolge Capital Sites
Open Palm Pavilion (astral)
Income: Astral 4
Unit: Rishi 1144
Clenched Fist Fortress
Income: Earth 1 (Earth)
Unit: Adon 2027
The Bush (Nature)
Unit: Jotun Woodsman 784
Vogelfang (Death)
Unit: Poison Slinger 503
Last edited by angelfromanotherpin on Mon May 07, 2012 3:47 pm, edited 1 time in total.
i have modded all infos for home site to this point.
here you can download it.
https://rapidshare.com/files/659270667/DraftNations.dm
here you can download it.
https://rapidshare.com/files/659270667/DraftNations.dm
The Ageless Mountain
Earth 1
Ahiman Anakite 2026
Ancient King's Breath
Air 1
Daoine Sidhe 849
The Eternal Temple
Nature 1
Fire 1
Priest King 1190
The Dead God's Refuge
Death 1
Vanadrott 948
Earth 1
Ahiman Anakite 2026
Ancient King's Breath
Air 1
Daoine Sidhe 849
The Eternal Temple
Nature 1
Fire 1
Priest King 1190
The Dead God's Refuge
Death 1
Vanadrott 948
Last edited by K on Mon May 07, 2012 7:12 pm, edited 5 times in total.
-
Username17
- Serious Badass
- Posts: 29894
- Joined: Fri Mar 07, 2008 7:54 pm
The capital only gets 4 magic sites in it. Each site can accept up to five arguments, so theoretically we could get it down to 2 each (one that grants all our capital troops and mages, and the other that gives all our magic gems), but that's lame. Also: it makes your casters target the home province while repeat casting Dark Knowledge, which is even more lame.
So while you can totally have five different magic sites, you can't have more than 4 magic sites. One of your sites has to make two gems (though they can be different gems).
-Username17
So while you can totally have five different magic sites, you can't have more than 4 magic sites. One of your sites has to make two gems (though they can be different gems).
-Username17
Tador - weren't we going to take all those defmult numbers, and round them up?
Other than that, looks good.
Other than that, looks good.
Chaosium rules are made of unicorn pubic hair and cancer. --AncientH
When you talk, all I can hear is "DunningKruger" over and over again like you were a god damn Pokemon. --Username17
Fuck off with the pony murder shit. --Grek
When you talk, all I can hear is "DunningKruger" over and over again like you were a god damn Pokemon. --Username17
Fuck off with the pony murder shit. --Grek
So as spells are done, I was thinking about some of my untaken choices.
Apostasy: as far as I can tell, it does automatic stun damage to Holy units and not what it says in the manual (charm at a MR+ check). Basically, a great spell for fatiguing out someone's Sacred Mages when they aren't fielding Sacred units, and you can do it with just H3 priests. Seems really nice for killing Sacred SCs.
Protection of the Sepulchre (Ermor)/Power of the Sepulchre (Ermor): Considered both of these, but I didn't want to embrace an undead-focused strat when I didn't know if I was going to get undead.
Iron Blizzard: Basically turns Holy Earth mages into crossbowman with good grouping on the shots and unlimited ammo if you have reinvig. I considered this, but it really would only be used on 1/4th of my starspawn and 1/4 of my Van, and I really wanted the former casting Gifts of Heaven and the latter casting lightning stuff.
Otherwise, a great spell.
Call Celestial Soldier: It turns otherwise "useless for summons" Air gems into badass sacred giants. If I didn't already have a great spell to turn mostly useless gems into sacred units AND sacred Giants, I would have taken this.
Carrion Centaur (Pangaea): Turns 10 Nature into a ghoul summoner. I was so tempted by this even though ghouls suck. The fact that I have chaff generators kept me away.
Enliven Sentinel (Agartha)/Enliven Granite Guard (Agartha): Holy Lifeless units. Never worry about fatigue again (unless raging, which is weird). The gem price is high and you don't get Agartha's bonus HPs for Lifeless units, but a Fire/Water Bless would be very interesting on these hard-hitting, high-armor, tireless units.
Summon Dai Oni (Shinuyama): A cheap mage considering it's Death/Fire/Earth and super beefy and can summon ghouls. This wasn't bringing much new to the table, but would have been a cheap mage generator in a path that summons much lesser mages for slightly less gems.
Summon Monster Toad (Mictlan): Poison Cloud Holy Tramplers who really want a Nature bless with their giant HPs. So close.
Apostasy: as far as I can tell, it does automatic stun damage to Holy units and not what it says in the manual (charm at a MR+ check). Basically, a great spell for fatiguing out someone's Sacred Mages when they aren't fielding Sacred units, and you can do it with just H3 priests. Seems really nice for killing Sacred SCs.
Protection of the Sepulchre (Ermor)/Power of the Sepulchre (Ermor): Considered both of these, but I didn't want to embrace an undead-focused strat when I didn't know if I was going to get undead.
Iron Blizzard: Basically turns Holy Earth mages into crossbowman with good grouping on the shots and unlimited ammo if you have reinvig. I considered this, but it really would only be used on 1/4th of my starspawn and 1/4 of my Van, and I really wanted the former casting Gifts of Heaven and the latter casting lightning stuff.
Otherwise, a great spell.
Call Celestial Soldier: It turns otherwise "useless for summons" Air gems into badass sacred giants. If I didn't already have a great spell to turn mostly useless gems into sacred units AND sacred Giants, I would have taken this.
Carrion Centaur (Pangaea): Turns 10 Nature into a ghoul summoner. I was so tempted by this even though ghouls suck. The fact that I have chaff generators kept me away.
Enliven Sentinel (Agartha)/Enliven Granite Guard (Agartha): Holy Lifeless units. Never worry about fatigue again (unless raging, which is weird). The gem price is high and you don't get Agartha's bonus HPs for Lifeless units, but a Fire/Water Bless would be very interesting on these hard-hitting, high-armor, tireless units.
Summon Dai Oni (Shinuyama): A cheap mage considering it's Death/Fire/Earth and super beefy and can summon ghouls. This wasn't bringing much new to the table, but would have been a cheap mage generator in a path that summons much lesser mages for slightly less gems.
Summon Monster Toad (Mictlan): Poison Cloud Holy Tramplers who really want a Nature bless with their giant HPs. So close.
Last edited by K on Mon May 07, 2012 10:52 pm, edited 1 time in total.
Was there a link to the .tga for the flags posted at some point? Could someone repost it? Thanks.
Ah, found it.
http://www.mediafire.com/?ms0znnkj1dteglq
Ah, found it.
http://www.mediafire.com/?ms0znnkj1dteglq
Last edited by DrPraetor on Tue May 08, 2012 1:02 am, edited 1 time in total.
He did. The above are choices that I sweated over and did not pick, and not choices that no one picked (though all but one weren't picked).Zinegata wrote:I thought Frank took Apostacy?
Last edited by K on Tue May 08, 2012 12:50 am, edited 1 time in total.
I can tell you that it definitely can charm sacred units. I don't have the save anymore, but one time in an MA Ermor test game, I ended up with a random wolf tribe shaman or something. I was really confused until I realized it was the only valid target for Apostasy in that battle and the AI loves to spam the spell. I didn't know that it caused fatigue though, that is pretty boss.K wrote:Apostasy: as far as I can tell, it does automatic stun damage to Holy units and not what it says in the manual (charm at a MR+ check). Basically, a great spell for fatiguing out someone's Sacred Mages when they aren't fielding Sacred units, and you can do it with just H3 priests. Seems really nice for killing Sacred SCs.
New download link. Mod 'complete'
http://www.mediafire.com/?62949y73ddu6h8x
Only things left to be determined are whether to round off PD, as the value must be a whole number. I'm happy with the heroes, but people may want to alter them. Other than that, everything appears to work OK with the basic testing I have done. Don't take my word for it though...Check for yourself.
Should be enough there to test pretender design and opening/expansion strategies, at the very least. I'll leave the final touches to the mod for someone else.
http://www.mediafire.com/?62949y73ddu6h8x
Only things left to be determined are whether to round off PD, as the value must be a whole number. I'm happy with the heroes, but people may want to alter them. Other than that, everything appears to work OK with the basic testing I have done. Don't take my word for it though...Check for yourself.
Should be enough there to test pretender design and opening/expansion strategies, at the very least. I'll leave the final touches to the mod for someone else.
-
Username17
- Serious Badass
- Posts: 29894
- Joined: Fri Mar 07, 2008 7:54 pm
Sorry about that. I had to look twice to see Asrapa and Apsara were not the same word. Altered your site to have an earth graphic as well.
http://www.mediafire.com/?fyht19017s2003i
http://www.mediafire.com/?fyht19017s2003i
-
Username17
- Serious Badass
- Posts: 29894
- Joined: Fri Mar 07, 2008 7:54 pm
OK, the map appears to check out and the mod appears to work. Everyone do last minute checking on these things and we'll put the mod and map up on Llama Server. The map can be downloaded Here.
If everything is good, what say we to starting on Saturday?
-Username17
If everything is good, what say we to starting on Saturday?
-Username17
Once the finalised mod has been uploaded, be sure to delete old copies of the draftnations mod and download the final version from llamaserver.
To be on the safe side, the pretender you submit should be created with that final version of the mod (probably not neccesary, as the point cost should remain the same. However, if the cheat prevention is tripped, you'll end up with a pathless archmage instead of your actual choice).
To be on the safe side, the pretender you submit should be created with that final version of the mod (probably not neccesary, as the point cost should remain the same. However, if the cheat prevention is tripped, you'll end up with a pathless archmage instead of your actual choice).