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  #1  
Old October 18th, 2007, 01:45 PM
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Default Combi-nation planning Thread

I was originally going to package this in a larger mod intended, basically, to showcase my favorite ideas and artwork from various user-generated mods in a megagame, without busting the nation or artwork limit, while preserving as much of their respective backstory, art and flavor text as possible.

Since the custom artwork limit appears to have been reduced further in 3.10, this is infeasible for a megagame. But since I've already put some work into this mod, here's a description of what I have in mind for the nation that I'd intended to combine Padmassa (which is mine), Arga Dis, the Theran Empire and Sanguinia.

I had plans for some other combined mods but never really started work on them.

Comments are, of course, welcome - especially as I'm still working on it.

In the early era, you get:
- A nation of unarmored warriors who despise magic. Stats, concepts and art (changed the color scheme) are taken from Arga Dis; they are "Padmassan" rather than "Argan". (Recruited).
- A cabal of powerful, evil Sorcerers (High Circle Masters) that rule them in semi-secrecy. The sorcerers fear the Padmassans who despise them. (Recruited).
- Mezomasters, who look like the Skeksis from Dark Crystal - made from dead High Circle Masters. (Summoned as a Mummy from Hall of Fame for Death Gems, but gets magic boosts).
- A slave caste that starts out unarmored but are rewarded with status and armor (or bows or limited magic) if they show themselves skilled, becoming personal guards to the High Circle. These are based on the Tetsu clan from Theran Empire. (Recruited).
- Cowardly mercenaries and villains who serve the High Circle. Well armed and armored cavalry or archers, but not bad *** like native Padmassans or veteran slaves. Led by witches. (Recruited).
- Horror-infected types, including:
* Tribal Padmassans from the hinterlands. Like their more sophisticated cousins they despise missile weapons and armor. Their naivete allows the sorcerers to experiment on them, promising them power by combining them with beasts. These guys are based on the Keda clan from Theran Empire, but are not yet as degenerate. (Recruited)
* Slaves or mercenaries who are infected with the parasitic offspring of Kurgi in one or another type. The most successful (based on the Sento from Theran Empire, have big heads) are auto-sabbath slaves. (Recruited)
* Horror-seeded. Turn into horrors when killed, powerful warriors or priests in the meantime - like the faceless, are corrupted goodguys but are more competent. (Summoned)
* Gilgul / Hags. Based on the Gilgul from Arga Dis and the Hags from Padmassa, same thing just different sex/background. They are inhabited by horrors that twist them into hideous ogres. Hags start as witches, Gilgul start as mighty warriors, allow themselves to be taken by horrors for power and near-immortality (Summoned)
- Cross-bred creatures. Buck-imps are the children of blood slaves impregnated by horror tainted seed. Buck-trolls are the children of cattle impregnated by the same. Gilgul auto-spawn buck-imps (method best left unexplained). These combine the buck-imps from my Padmassa mod with the Misborn from Arga Dis. (Summoned)
- Draconoids. Undead, cold-blooded (but not inanimate), winged lizard men. (Summoned)
- Horrors. The horrors from Horror Scourge are available but are not sacred. (Summoned)
- The Faceless. Captured heroes subject to horrific experimentation, becoming undead. Some of them ride demon-steeds (combine the Dis steeds from Arga Dis with the demon-steeds from Sanguinia). (Recruited)
- Thrall Children. Slaves stripped of their humanity. Driven into battle wearing collars. (Recruited).
- Garthim, which are big crab-things, and Dhooms, which are immobile but telepathic (Summoned with death gems).

---
The pantokrator imprisons the High Circle and all their vile works.
In the middle era, with the Panotkrator gone, the prison cracks, and the horrors escape.
Still bearing the horrible marks of the High Circle's experimentation, the Padmassans worship the invading horrors, and strike a pact with the horror-bearing Gilgul as their high priests.

- The horrors and Gilgul turn sacred, Padmassans get the red color scheme from Arga Dis. The Gilgul and Hags are now recruitable in your capital.
- The big-headed sabbath slaves now have access to some magic - the wild Padmassans have degenerated completely. The slave mages are now your main spellcasters.
- No witches or mercenaries.
- Note: Upshot is that nod nation has very few changes vs. Arga Dis and Horror Scourge both run at once, but does get most of the national summons from the early era if you can somehow cast them.

---
I'm still fiddling with the late era, mainly because most of what I've tried is very poorly balanced.
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Old October 19th, 2007, 05:41 AM

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Default Re: Combi-nation planning Thread

Sounds good, but you'd need the creaters' permission I think.
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Old October 19th, 2007, 11:24 AM
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Default Re: Combi-nation planning Thread

I believe that I already have it, but won't post any .dm files until I've got an okay from them.
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Old October 19th, 2007, 01:10 PM
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Default Re: Combi-nation planning Thread

Did Johan explain why he reduced the artwork limit?
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Old October 19th, 2007, 03:05 PM
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Default Re: Combi-nation planning Thread

Quote:
Amos said:
Did Johan explain why he reduced the artwork limit?
My guess is the overall game has a limit and since the new patch added new nations/images it means reducing the current limit.
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Old October 19th, 2007, 10:32 PM
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Default Re: Combi-nation planning Thread

Yeah, that's my guess as well.
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