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  #71  
Old September 1st, 2007, 01:04 AM

jutetrea jutetrea is offline
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Default Re: New nation: NATURE rising early stages

K, just downloaded and installed, haven't played through it yet:

Did you want all the Vaetti units in there? Both commanders and troops?

Did you mean for the tree and globe to be purchasable pretenders, if so, I'm definitely making a glow prophet

Are the ants and bees supposed to be 0g 1res? How about the ant commander? If so, I'd probably give the ant commander a 1 research...possibly, I'll play it out.

Was there supposed to be a second animal sacred?

Commanders look beefy, although everything is pretty expensive...I'm thinking of changing to order/sloth methinks.

I think you also have the vaetti spells in there, are there plans to make unique national spells? I noticed you mentioned something like legion of animals, but didn't see it.

I like the idea a lot, I also like the sheer multitude of random animals you can recruit. No idea how it'll work out yet, but it looks interesting.
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  #72  
Old September 1st, 2007, 01:13 AM

jutetrea jutetrea is offline
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Default Re: New nation: NATURE rising early stages

Also get a "no holiness" error

Doubt the Tree of life is supposed to show up as a recruitable commander, but if it does it shows up with H1, and needs holy
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  #73  
Old September 1st, 2007, 03:57 AM

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Default Re: New nation: NATURE rising early stages

Ok, played Aran with 4 AI (normal)

The non-stealth lord of the hunt makes for a great thug, mine got toughness so he's even extra beefy - moo!

Rainbow pretender seems useful, order is definitely a plus, sloth doesn't hurt too bad, and took luck so got the air hero.

The air hero seems pretty weak, although he does bring air into the mix. IMO I'd bring him up to 3A.

I also got the gygja hero from vaet/jot...not sure if its supposed to be in there.

I've got 2 priestess provinces (1N1W 25%WDNE, have about 20 trying to get 2W for sites) Other than those and a few ferrying commanders I've been trying not to recruit indy's, going to try on a NI map next I think.

I took the essence/orb and brought it up to 4 in each of its paths, been working out ok.

Since the essence/orb thingy was there as a purchasable commander for 120 I've been using it. If its NOT supposed to be there, might need a research boost and a magic leader boost on something else.

Ants and Bees aren't that bad, rarely use the bees and I use the ants but I need one of the orbs with 160 magic leader to really make them worthwhile. Possibly the sloth, but I find once I build the units I want I don't ahve a lot of resources left over.

Bear is really nice, pricey but the rejuv and berserk are key. Initially I thought the berserk value was too high, but for the price I think it works out.

Spiders - great, pricey but worth it mixed with others.
Lions - so so
dogs > boars. Boars morale necesitates a follow up commander to pick up the routed boars.
Tangler - havent used much, but the magicbeing is a bit tough

The ant commander 0g 1 res 2N actually isn't that bad. They die off pretty quick it seems. So its great when low on cash and nothing else to do to toss one up there for the few turns it survives.

Fun nation, straightforward except the fun of trying to get into new paths.
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  #74  
Old September 1st, 2007, 05:28 AM
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Default Re: New nation: NATURE rising early stages

What was that about Vaetti units? In my tests I see non of those.

weird about the tree of life. I have played several test games and never seen it as a recruitable commander. I am going to re-upload the file after this post to see if it fixes the problem. You are alos getting the Spirit as a recruitable and I am not so something really weird is going on.

There should not be an ant comander.

Are you running two mods at once? the mod nation number is slot 74. Sounds like your alos running the Vaetti mod too. It may use the same nation number.



Here is what i see on in my tests




on other matters:

The heros will be replaced with nation specific ones.


National spells are coming.

yes the Spirit and the Tree should be pretenders and not commanders.

Thanks for playing!
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  #75  
Old September 1st, 2007, 05:38 AM

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Default Re: New nation: NATURE rising early stages

No dire wolf? No amphibians?

It would be rather fun if the nation could build underwater forts and the two or three underwater animals too. The Sea Lion, the antlered one and so on.
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  #76  
Old September 1st, 2007, 05:45 AM
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Default Re: New nation: NATURE rising early stages

Good suggestion. i look into that. Did you have the same problems that Jutetrea had?
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  #77  
Old September 1st, 2007, 05:48 AM

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Default Re: New nation: NATURE rising early stages

You mean Jutetra? Nope. He clearly has Vaetti turned on.
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  #78  
Old September 1st, 2007, 05:48 AM
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Default Re: New nation: NATURE rising early stages

By the way I checked and Vaettiheim has the same mod number as Nature. Didn't think this would be a proble see in as nature is 1st and Vaettiheim is 3rd.
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  #79  
Old September 1st, 2007, 05:49 AM

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Default Re: New nation: NATURE rising early stages

It's not a problem unless you have them both enabled at once, which there's no need to do, because they're in different ages. He just made a mistake I guess.
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  #80  
Old September 1st, 2007, 05:50 AM
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Default Re: New nation: NATURE rising early stages

Your right Sombre, I meant Jutetrea.
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