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  #11  
Old December 2nd, 2007, 05:59 AM
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Default Re: Sons of Kaleva, a Kalevala mod

Zeal is very good translation of "into" of intomies, IMO. "Storm Zealot" isn't good translation of myrrysmies, though. I think I'll go with Myrrysmage or something similar.

The warrior type under consideration (currently named Bear Zealots) are a difficult choice. On the other hand, if I make them sacred they're too similar to EA Ulm Steel Warriors and MA Man Wardens. Especially if I give them two-handed swords. However, there aren't that many two-handed weapons, and giving them two weapons would step on Einhere's toes.
At the moment, the unit is 20 gp, Einhere stats, worse equipment and dies very fast to any kind of missile fire.
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  #12  
Old December 2nd, 2007, 06:36 AM
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Default Re: Sons of Kaleva, a Kalevala mod

I feel kinda silly for posting this same suggestion twice, but have you considered implementing Sampo in any way?

I threw some ideas around in the orginal thread. Sampo would be a kinky unit in the way there really aren't units in Dom3 that are pure support.

It could giving massive supplybonus (the salt and flour grinding). It was also decipted as a bringer of good fortune, so perhaps very nice fortune teller (75? or perhaps even 100!). The grinding of money is a bit tough, since you can't make troops produce gold. The closest interpetation would most likely be to make it produce gems (Fire gems or perhaps 1 of each kind?).

The problem is, that a unit that just sits in your capital isn't really that intresting. Perhaps it could be carried by some handlers so that it can move? A unit that makes sure that your troops don't starve, supplies your mages with gems and protects it from unlucky events could be usefull. When #onebattlespell becomes available, it could perhaps cast a good battlefield buff to encourage using it alongside armies (something like Fanatism?)

The path combination could perhaps be twiddled so that it would most likely be only "summonable" by Ilmarinen or a pretender with the right paths.
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  #13  
Old December 2nd, 2007, 06:51 AM
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Default Re: Sons of Kaleva, a Kalevala mod

I can do that. Spreading dominion and generating Fire and Nature gems, having huge supply bonus and the good luck ability of Lady of Fortune... Yes, I could come up with something. Making it Fire/Air would limit it to Ilmarinen quite nicely.

I could start with the Divine Emperor graphics.
With #onebattlespell, I'd give it "Spellsong of the High Heart", which is a 1-gem fanaticism.
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  #14  
Old December 2nd, 2007, 09:02 AM
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Default Re: Sons of Kaleva, a Kalevala mod

Quote:
Endoperez said:
the good luck ability of Lady of Fortune

There will be most likely troubles with this. If you copystats Lady of Fortune, the sampo won't be unique. In my humble opinion, it should be unique for thematic and balance reasons (Summonable gem producer. Danger Will Robinson! Danger!)

I've also heard that there is a bug when copystatting pretenders. If you copystats a pretender, the unit will appear as pretender choice for all nations. Quantum_mechani knows more about it, he bumped into it while working on WH 1.8
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  #15  
Old December 2nd, 2007, 11:02 AM
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Default Re: Sons of Kaleva, a Kalevala mod

#nobadevents gives the bad-event prevention power, no need to copystats.

You can also #restrictedgod (insert late era nation), and then only one late era nation is effected. For an EA nation, this is a fix (you don't start LA games with the mod.)
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  #16  
Old December 2nd, 2007, 01:06 PM
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Default Re: Sons of Kaleva, a Kalevala mod

As I said, this is going to be a MA nation. The point still stands, though.

Yeah, I hadn't considered uniqueness. I'll have to stay with bad event cancellation unless some unique also has the ability of generating good events.
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  #17  
Old December 7th, 2007, 08:00 PM

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Default Re: Sons of Kaleva, a Kalevala mod

What, no Kullervo? A berserker-mage may be hard to use, but he could be one hell of a thug if you plan it right.
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  #18  
Old December 10th, 2007, 06:44 AM
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Default Re: Sons of Kaleva, a Kalevala mod

I won't be able to progress before Christmas, at the earliest. I just spent a week in fever, including what would have been my last *free* weekend before some more fun in the forest, against real tanks for a chance.


I don't know how I could do Kullervo. Human non-mage heroes won't be worth bad events and/or unrest, and making him a spy would be very different from what he did IIRC. Besides, he killed himself. If you have any ideas about him, suggest.

I could make him into a unit of some sort. An dual-wielding infantryman armed with some big melee weapon (axe? sword?) and a magical knife - perhaps Knife of the Damned, or even Dusk Dagger or Blood Thorn.

I'd like to make the Myrrysmages useful thugs. I'm not sure about the paths yet.

I've also considered chaning the summons a bit. Instead of actual bears, the summons make huskarl-type units with special abilities. Perhaps sacred, berserker and half-bear second form, although that'd make them quite similar to Skinshifters and Jaguar Warriors. As an additional trick, I'd like to keep these special units' named "Huskarl", so that the weaker mundane huskarls are bought to keep the number of the summoned ones secret.
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  #19  
Old December 11th, 2007, 04:10 AM
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Default Re: Sons of Kaleva, a Kalevala mod

Ahh, you must include Kullervo. Somehow. He is too important to the story. I would make him an assassin of some sort. Not thematic really, but you have to fit him in somewhere.
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  #20  
Old December 11th, 2007, 10:50 AM
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Default Re: Sons of Kaleva, a Kalevala mod

I don't have to, any more than Illwinter had to include Arthur, Mordred and Merlin for the nation of Man. It has Knights of the Stone, i.e. of the Round Table - but there's no "Arthur the Great King", no "Merlin the Demonbred Sorcerer", or even a sword in the stone. There's nothing like the scabbard that heals the wounds of its user, and I doubt Stone Sword is Excalibur.

I could take a totally different interpretation of Kullervo, like Tolkien's Turin Blacksword, and use that in my mod. Sword Companion, medium infantry with metal armor and enchanted swords

I could even make it a new Nature/Death item the mod made available. Constr 6 or even 8, armor-negating dagger with special ability of "curse luck" on hit - cancels Luck, makes more suspectible to afflictions and sucks in general. If advanced item modding commands/ "copyitem" were possible, I could make it cursed and/or make it autocurse the wielder.


I won't add Kullervo just to get him added. I don't want too many units or commanders that aren't used, and I don't want to add units that I can't make feel right even to myself.
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