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View Poll Results: How evil is it?
You call that evil? I do worse before breakfast. 7 43.75%
That's *pretty* evil, I guess. 2 12.50%
Goldilocks meets Hannibal Lecter. That human liver is *just right*. 7 43.75%
I think you should take the evil down a notch. 0 0%
Ew, that's digusting. 0 0%
Voters: 16. You may not vote on this poll

 
 
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Old February 24th, 2007, 11:46 PM
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DrPraetorious DrPraetorious is offline
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Default Padmassa, the Black Coven - Alpha

Brief strategy guide -
Try an awake red dragon with fire 4, turmoil 3, productivity 3, growth 2 and luck 3.
He gives you fire magic, and if you hand him your starting troops he can walk into a province site-unseen on turn 1.
The turmoil/luck gives you an excellent shot at Padmassa's very powerful national heroes.
Buy the mad priests on some turns to save up for expensive national mages on other turns. The priests have only a 50:50 shot of doing anything useful on any given turn, so you'll need a fair number of them.
Turn your scout into a prophet and have it fly around animating corpses. When you send people site searching, they can pick up the undead on their way.

The attached mod file includes only one pic - Amos did a very nice Asi for me, and Frank is also working on some graphics (of Aurochs, mainly).

If anyone else wants to contribute art, great - I can't draw at all.

I'd like feedback on the game balance and on the flavor text, mainly. The position seems balanced to me (even slightly weak) but YMMV. I'm hoping to set things up so that players are encouraged to pursue a blood economy *early*. Let me know if people think that is a viable strategy or not.

If anyone can suggest some evil which they're not doing, I'd love to hear it.

Padmassa, the Black Coven
Advantages: Awesomely powerful mages of blood and death, powerful and inexpensive national summons.
Weaknesses: National troops are expensive and have poor morale.
Race: Humans, mainly
Military: Cowardly human mercenaries, once-human thralls, cross-bred creatures, demons and undead.
Magic: Blood, Death and Earth, limited access to Astral and Water.
Priests: Weak, insane. Can perform blood sacrifices and animate the dead.

0.11 Changelog:
- Fixed a few typos.
- Befouled priest is insane again (oops.)
- Horror Ridden and Possessed Aurochs now have poison clouds and coldblood, like Hags.
- Thrall Children no longer recruitable - Hags spawn them in your dominion.
- Fixed description tags on the Aurochs.
- Added Gore attack to mounted villains.
- Mounted Villain I is now mace/whip instead of spear/whip.
- Adjusted cost of Gray Men.
- Removed bite attacks from the Faceless. Giving them poison spit causes them to use it, so they'll just make do with fewer weapons.
- Removed low % randoms from the Conjurer and Circle Master.
- Improved undead leadership on the Witch - lowering it makes early soul-less economy very hard to manage.
- Changed one of the heroes. "Great Hag" is now "Mistress of Ararat" - has a different schtick, no longer thugable, really. Powers you actually care about remain the same.
- Added Amos *****in' Asi sprite. Trying to keep custom graphics to a minimum, though.
Attached Files
File Type: zip 499107-Padmassa.zip (22.8 KB, 1156 views)
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Last edited by Edi; August 27th, 2008 at 10:23 AM.. Reason: Prefix
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