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  #11  
Old October 10th, 2008, 04:07 AM
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Default Re: New Nation: Dreamers

Added a multihero "Master Slayer".
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  #12  
Old October 10th, 2008, 08:09 AM
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Default Re: New Nation: Dreamers

Thanks for atleast giving it some consideration.

I think you'd find that people in general would appreciate and use your mods more often, if they got a look at them first.

It's just the way people seem to work.
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  #13  
Old October 13th, 2008, 10:29 AM
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Default Re: New Nation: Dreamers

"Dreamer" can now turn into "Astral Self":

"The Astral Self of Tetsu Dreamer is extremely vulnerable to damage as the connection to the body is tenuous and can be easily severed. The Astral Self is short lived and is unable to use magic. Those disadvantages are offset by the ability of the Astral Self to change reality in its vicinity to a greater degree. The Astral Self is able to move through dreams like dream beings. The Astral Self is lucky in battle and melts city walls during a siege. In a province it is able to prevent evil tidings and sends pleasant dreams to its inhabitants. The Astral Self can never return to its body."
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  #14  
Old October 14th, 2008, 01:42 AM
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Default Re: New Nation: Dreamers

Version 0.03

Added a spell "Dream of Holy Creation":

"The caster summons an Arcane Artificer. Artificers are servants of the Lord of Dreams. They create magical weapons and armor for the defenders of the barrier - the Wardens. Like their master, they move through mortal dreams. The Artificer's knowledge of the astral arcana is unequaled."
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  #15  
Old October 18th, 2008, 07:56 AM
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Default Re: New Nation: Dreamers

Did anyone test the mod? Any thoughts?
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  #16  
Old October 24th, 2008, 05:26 AM
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Default Re: New Nation: Dreamers

I'd test it out if I were able to, Amos, but hopefully someone will be along shortly to give you some feedback?
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  #17  
Old October 24th, 2008, 07:39 AM

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Default Re: New Nation: Dreamers

I don't know... I tried it out but I don't feel like I'm qualified to give feedback on your mods. Usually I find I struggle very hard with them where I would normally do much better, and yet many people say your mod nations tend to be very overpowered. This is the first one I've played where I feel it really is overpowered, but at the same time it's got to be the least magically diverse nation ever conceived. The troops can be frustratingly useless at times, but then I realized you have 25 gold h2 priests that can lead as many troops as most of your commanders and began teleporting dreamers to provinces where I had to do a lot of killing and that problem disappeared. I have lots of sp experience but very little mp experience, so while I can say pretty certainly that it's a hideously strong nation against vanilla nations in sp, I don't really know enough to say whether they'd remain that way otherwise.

They do have a very hard time making decent thugs, but on the other hand you almost don't need them if you keep a few dreams of holy protection with your armies. I haven't tested out all the spells and abilities... I'm familiar with some from the horror scourge mod and I don't have all the others in my game yet. I believe I was working toward being able to cast the rift when I stopped. I was basically at war with the entire world at once and the war was going very slowly as I had a lot of ground to cover and had been using my resources very inefficiently for much of the game.
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  #18  
Old October 24th, 2008, 08:27 AM
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Default Re: New Nation: Dreamers

Thank you for the feedback.

I usually test my mods against my other mods. In "Dreamers" test game this nation had a hard time against Travelers with bad scales and Angelic Crusade with good scales even after I researched "Dream of Madness". I started making some progress only after "Astral Corruption" killed most of their strong casters. Even then, Crusade with armies 800 each and strong dominion is very hard to defeat. So, could you tell me - why this nation is so overpowered compared to vanilla?

As for diversity, some of my other mods are even less so.
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  #19  
Old October 24th, 2008, 09:06 AM

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Default Re: New Nation: Dreamers

The main reasons I think it is so overpowered compared to vanilla are the dreamers, casting effectively will of the fates for just the cost of being able to get them where you want to go. You should have lots of dreamers so using them like that doesn't hurt much. Also the cheap priests combined with bantu infantry is a very useful combination, plus the mass luck and wooden warriors if you like. It's very easy to get lots of buff spells out on your armies even relatively early in the game. Also the dream wardens and the pretender are incredibly strong, especially for the early age. My pretender has been in quite a few battles and I think he still hasn't been hit by a melee attack yet (plus he's immune to nearly all magic). The troops in and of themselves I think are a bit weaker than average for the most part but the things I mentioned above more than make up for it.

I can understand how the travelers nation could be hard for them to defeat - trying to fight immortal, ethereal mindblasters isn't really my idea of fun. I have to admit I'm not as familiar with angelic crusade, I tried it a long time ago and I don't remember it that well.
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  #20  
Old October 24th, 2008, 11:57 AM

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Default Re: New Nation: Dreamers

I'd test it out if I were able to, Amos, but hopefully someone will be along shortly to give you some feedback?

The Following User Says Thank You to HoneyBadger For This Useful Post:
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/me wonders wether Sombre is loosing his mind or that it's just sarcasm..

Anyway, Amos I think most of your nations are a bit on the strongish side so comparing them with one another might not give the best of balance for vanilla gaming
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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