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April 19th, 2007, 05:14 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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New Nation: Dinnas\'Arval
This is a new Nation mod which adds the barbaric nation of Dinnas'Arval to the early age.
This is Version 1.00 of Dinnas'Arval it's not version 1.01 because I just zipped those files 3 times and I'm not zipping them again tonite.
Anyway, I made huge improvements, added descriptions to everything, the nation now has proper forts, proper starting sites, some new scared units, which I'm unsure if I've made them too uba, anyway, huge improvements, Nation has a story now, try it out!
Last edited by Edi; August 27th, 2008 at 10:17 AM..
Reason: Prefix
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April 27th, 2007, 09:11 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: New Nation: Dinnas\'Arval
Updated a lot of stuff, balanced stuff, still yet to add descriptions.
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April 27th, 2007, 11:13 AM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
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Re: New Nation: Dinnas\'Arval
I'll try it this weekend, Juzza. I took a look at it before, but since there wasn't a lot going on, there wasn't much to comment on.
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April 28th, 2007, 12:49 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: New Nation: Dinnas\'Arval
well, I just need to know, like are the barbians too strong, should they cost more gold, that kinda feedback, I mean personally, I think it's fairly balanced and I got a hero done the other night, gonna update that later with another two more heros and a prooper scout unit, though, I'm unsure on the priestess, they get lots of wolves... they might need to cost a little bit more.
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April 28th, 2007, 03:25 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
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Re: New Nation: Dinnas\'Arval
I think the costs are basically reasonable. You might want to give shields to the axe throwers so they can form a shielded front line.
The half helmets, awe, broad magic paths stealth and regeneration seem like unexpected features, but they seem to pay enough for them. I didn't notice the wolves though.
You might want to make different unit forms to offer the priestess as a pretender. She ends up being very expensive there with many paths, which is different and not necessarily bad, but kind of unorthodox and not very flexible.
P.S. Oh the great city does not seem right for a barbarian capital, unless perhaps their story is they captured it from a civilization.
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April 28th, 2007, 05:48 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
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Re: New Nation: Dinnas\'Arval
oh, um, the base mod was taken off my other mod Tarent which used a great city, the priestesses will not stay pretenders its a side effect of the copystats to get the wolves as is the regeneration, them being pretenders I can just restrict them to an unused nation but I can't get rid of the regeneration.
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April 28th, 2007, 07:48 AM
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BANNED USER
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Join Date: Feb 2007
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Re: New Nation: Dinnas\'Arval
You could reduce the regen to 1%, possibly even 0% you know.
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April 28th, 2007, 08:57 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: New Nation: Dinnas\'Arval
I've tried to reduce it to zero, doesn't work and as far as I know it's at 10 percent witch I can just graft into the description without too much hardship good suggestion though, um, but does anyone know of any other commander that has wolves come to their aid in battle? other than the ***** queen?
Oh and has anyone checked out the two blood spells?
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April 28th, 2007, 09:39 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: New Nation: Dinnas\'Arval
Dai Oni.
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