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April 4th, 2009, 12:11 PM
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Private
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Join Date: Dec 2008
Location: Madison, WI
Posts: 40
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
After a little play testing of my own I've completed some more changes. I'm pretty satisfied with it at this point, though perhaps the trolls need a little more nerfing. Complete change log from 1.00 is here:
--change log for 1.02
--added Arch Harab God chassis
--reduced magic skill and increased cost for additional paths for Eagle King god form.
--removed raptor elephant riders from recruitable set, now a level 2 conjuration summon costing 4 nature gems.
--fixed encumbrance for risen troll king, now set at 0
--made Harab Elders capitol only
--started documenting changes
--altered graphics of Harab Naturalist and Harab Sage to be less lurid, added browns and blacks to robes
--reduced morale for Raptor Militia to 9, and for Raptor Homeguard to 10.
--added Raptor Hunter unit
--reordered recruitable line-up
--change log for 1.01
--reduced damage and attach values for shield smash
--increased defense penalty and encumbrance of Troll Shield and Elephant Leather Hauberk
--increased gold cost of Harab Troll and Elite Troll
--reduced hit points and precision of Wingless Archers
--reduced hit points of Wingless Raven
--replaced reinvigoration with regeneration for Risen Troll King
--increased gem cost of Summon Eagle King, To Dust and From Dust, and Knowledge of the Ancestors
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April 6th, 2009, 11:46 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
I played 1.01, but you corrected most of the reclamations I had in 1.02, so I'm left without any critics to formulate ATM, I'm a real sad panda.
Mostly the harab elder cap only goes a long way into making this mod balanced, even if the combo good archers/heavy infantry/flyers is still a bit too cheesy. But nothing really overpowered, as trolls costs a *BEEP*.
I'll playtest the new new version, and post any comments. Must add they're really fun to play, because of the many tactics one can put up.
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April 6th, 2009, 12:31 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
Humakty: I'll be posting my own feedback on this nation shortly.
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April 7th, 2009, 09:05 AM
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Second Lieutenant
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Join Date: Jul 2007
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
Oh, I must stop my harassment ? It won't be written that you had to tell me twice.
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April 7th, 2009, 01:34 PM
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Lieutenant General
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
I don't get the last 2 posts.
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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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April 7th, 2009, 03:13 PM
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National Security Advisor
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
Nor me.
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April 7th, 2009, 03:40 PM
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Private
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Join Date: Dec 2008
Location: Madison, WI
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
Humakty, your criticism has been especially helpful thus far, I don't think VedalkenBear was implying anything. Personally I would love your further input.
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April 8th, 2009, 07:53 AM
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Second Lieutenant
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
My last post was only a failed tentative of english humor.
I'd much appreciate any input of VeldakenBear, as I think all and any mods need numerous playtesters, and I hope my post wasn't misunderstood by anyone. But I wonder why his post was aimed towards me. As it's not my mod.
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April 8th, 2009, 02:49 PM
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Second Lieutenant
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
Humakty: That would be a simple mistake on my part. Mea culpa. Just wanted to drop a line to say that I would be offering feedback on the mod, and addressed the wrong person.
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April 16th, 2009, 07:41 PM
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Second Lieutenant
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Join Date: May 2006
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Re: New Nation, Harabatia: Rise of the Raptors v1.00
From what little I've seen so far, this is a _very_ nice mod. I'm a bit confused over the Nature magic as that seems far outside the Caelian bailiwick, but if it works, it works.
10 (unarmored) Trolls slaughters Independents, but they can take casualties. And considering the price tag, it seems 'fair'. I might make the Trolls Cap-only, but that's dependent on how they do vs. other nations.
I don't think the multi H3 hero is needed. Just make it a regular hero. Also, the 'super magic hero' probably doesn't need to be _that_ strong. May I suggest offering something that will get them into Astral, given their ability to summon Eagle Kings?
However, these are really rather minor issues. The flavor is top-notch.
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