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  #11  
Old November 18th, 2006, 08:41 AM

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Default Re: Nation mod: Marignon Reborn

Hmm, i see your reasoning but upping the gold and taking away fear seems a bit extreme (1 or the other please )
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  #12  
Old November 18th, 2006, 10:48 AM
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Default Re: Nation mod: Marignon Reborn

I've noticed something strange: the priests refuse to cast bless. Scripted or not, they never cast it.
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  #13  
Old November 18th, 2006, 04:27 PM
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Default Re: Nation mod: Marignon Reborn

Quote:
Teraswaerto said:
I've noticed something strange: the priests refuse to cast bless. Scripted or not, they never cast it.
The sacred units they don't want to bless are undead, right? Perhaps the spell AI doesn't recognize undead holy units as eligible bless for the normal Blessing.
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  #14  
Old November 22nd, 2006, 06:37 AM
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Default Re: Nation mod: Marignon Reborn

I really like the theme of this nation, but my first thought is "why make them undead at all?" There's already Ermor. If you have a Marignon nation that is hateful, cruel, diseased, immoral, cannibalistic fantatics...who are living, then it's a nice offset, and you'd lose a lot of the problems, like priests refusing to bless undead or troops being banished. I don't want to step on your toes, because it's a very nice mod, as-is, but you could probably keep your theme entirely intact, as well as most if not all units, just decide that the Marignon torturers found a third state between life and death. I'm reminded of the half-dead from The Chronicles of Riddick. Just a thought.
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  #15  
Old November 22nd, 2006, 01:30 PM

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Default Re: Nation mod: Marignon Reborn

The one problem there is that he would need a price boost to the already expensive troops since they would no longer be banishable.
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  #16  
Old November 22nd, 2006, 10:38 PM
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Default Re: Nation mod: Marignon Reborn

It's true, Shovah, but it would make the nation more distinguishable from Ashen Empire, which would be a valuable quality in and of itself. And it seems to me that Marignon might switch easily over to the darkside, BUT they would be far less likely to lose the "letter of the law" as it were, and start mass-producing undead, which would be a complete reverse-around from their stated goal of quashing the death-cults. They might come to resemble the enemy in methods and motives, but they'd not be near as likely to completely lose site of everything they once stood for, even if it's only going through the motions.

I also had the thought that, in place of units which were undeniably undead, it might contain units from other races which in-game are not normally viewed as absolute evil. Marignon might capture some of the declining and increasingly rare Late Era Jotuns, forcibly breed them and torture them (and all the other considerate things Marignon Reborn does for it's guests...Hostel, anyone?) and produce Jotun half-ghouls. They might cart off Pangaea's dryads and turn them into Hamadryad Blood-Drinkers, with hoburgs they could turn them into vicious little psycho-assassins, something like those guys from the Phantasm movies.

Again, they're just suggestions, it's not my mod and I don't...no, what are you doing?! Noooooooooooooo! No! Stop! Where are you taking me?!?! Don't do that! NO! NO DON'T TORTURE ME!!! AHHHHHH!!!!!
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  #17  
Old November 23rd, 2006, 04:23 AM
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Default Re: Nation mod: Marignon Reborn

Well, the reason they are started out as undead was that I started to make a nation of ghouls, though it moved past that pretty soon. Currently, the concept is that when an acolyte of the cult dies in one of the rituals, a number of different things may happen: they may stay dead, become a weak ghoul-like being (the Shunned One's), or reach the true second life.

It's something to consider if the true Twiceborn really should have the undead flag. As for banishment, Twiceborn Warrior and Word Made Flesh are pretty resistant to it already.

I have planned making a LA version of the mod with the bloody marriage of flesh and machines as a theme. With the waning of magic the Twiceborn turn to other options, etc. but it's not even started yet so wont be done for long time.
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  #18  
Old November 23rd, 2006, 06:29 AM
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Default Re: Nation mod: Marignon Reborn

Hmmmm...I'd like to see a nation of ghouls. I'm not sure how it could be done properly though, although I can see a Late Era Mictlan-based nation offshoot becoming a nation of ghouls and/or vampires.
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  #19  
Old November 30th, 2006, 07:26 AM
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Default Re: Nation mod: Marignon Reborn

Someone know what is wrong with this?

#newspell
#copy "Unholy Blessing"
#school -2
#researchlevel 32
#end

It no work.
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  #20  
Old November 30th, 2006, 08:44 AM
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Default Re: Nation mod: Marignon Reborn

National spells are not in yet. And what is #researchlevel 32?
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