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  #11  
Old May 17th, 2009, 08:37 AM
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Default Re: Sentience

I think Freak Lord would make for a more interesting "sentiencer". Great Enchantress is useful for her gem generation, Freak Lord is pretty much useless. Besides, I think Nature 1/Holy 5 Sentience would fit better with the Nature-based Gift Of Reason.

In theory, it's possible to get a prophet up to Holy 5, but it's not easy, he'd still need magic and at that point it'd just be another Gift Of Reason caster, so probably nothing game-changing.

All nations probably have Freak Lord, so you can just replace him. The worst you can do is Gift Of Reason hydras or some other strange beasts, or get one more commander/turn without building a second castle.
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  #12  
Old May 17th, 2009, 11:05 AM
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Default Re: Sentience

Good one, Freak Lord it is...

He is now (on top of CBM)
Cost 100g
Path Cost 40
New paths - S3, H5 (so this gives the Freak Lord 1B 1N 3S 5H - might be a bit too tough for the price, will play and see)

I've changed the Sentience spell to be 3S 5H, so there is little to no chance of any other unit being able to cast it.
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File Type: rar Sentience ver2.rar (395 Bytes, 77 views)

Last edited by hEad; May 17th, 2009 at 11:19 AM..
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  #13  
Old May 17th, 2009, 11:21 AM
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Default Re: Sentience

Hmm... can't seem to work out how to edit an attachment, anyway the file above doesn't open, try this one.
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  #14  
Old May 18th, 2009, 10:17 AM
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Default Re: Sentience

As interesting a game change as this might be, does it really fit the mission of CBM? CBM has in the past argued that it does not seek to create a new game but to only balance features of the original game or something along that line.

On the surface this feels like other suggestions which were forced to become standalone MP mods. If you want fast discussion on it as a CBM addition you should go into the dominions IRC channel and propose it.

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  #15  
Old May 18th, 2009, 11:56 AM
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Default Re: Sentience

I'm not quite sure I follow you, this is a standalone mod. The only reason i mention CBM is because that is what i am testing it with.
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  #16  
Old May 18th, 2009, 03:14 PM

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Default Re: Sentience

I think Gandalf has misunderstood something.
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  #17  
Old May 18th, 2009, 07:31 PM

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Default Re: Sentience

++1
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  #18  
Old May 19th, 2009, 09:52 AM
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Default Re: Sentience

Here are a few additions and summary of where it is at.

Sentience is an S3 H5 spell which effectivly gives the pretender a readily available Gift of reason spell. The spell has been made available to all nations through the Freak Lord pretender, but specifically, Man, Ulm, Agartha and Oceania have been given a national option through a unique pretender:

Man - Partholonian Sorceress
Ulm - Master Alchemist
Agartha – Risen Oracle
Oceania - Neriad

The idea behind this is to open up the thugging area of the game as a way of diversify national armies with an emphasis however, on giving the above nations easier access to this capability than everyone else.
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  #19  
Old May 20th, 2009, 12:58 AM
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Default Re: Sentience

Risen Oracle is very, VERY powerful already. Unless you removed its immortality, I'd suggest not boosting it any further.
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  #20  
Old May 20th, 2009, 04:55 PM

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Default Re: Sentience

Thanks for this hEad. Quite an amusing little mod that actually does help out some of the nations without easy access to thugs.

I have a game going now with MA Pan and have used sentience on an Ettin and a Grotesque thus far.
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