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  #21  
Old February 27th, 2005, 11:19 AM

liga liga is offline
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Default Re: A New Mod: Oglala Sioux

Quote:
tinkthank said:
OK I hope to bring out a version 1.01 in a few days with some minor nerfings to a few units and 1 bugfix
I'll happy to try and host it as soon as you release

good play
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  #22  
Old February 28th, 2005, 09:06 AM
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Default Re: A New Mod: Oglala Sioux

Thank you very much.

I would like to add this update to Version 1.01 here, and would happy if you and others could host it.

I would like to thank everyone for their feedback so far. It was very helpful for generating this update.

This update mostly has NERFS -- I hope this meets with your approval.

Here are the changes:

-------
BALANCE
-------
NERFS:
- With only 1 exception, increased Encumberance of ALL recruitable units and all heroes by 1-3
- Reduced protection of Crazy Horse rider by 1
- Reduced Feathered Leather to Prot 4, retained Enc 1
- Holy Chieftan must ride naked (or with his Ghost Shirt): he no longer has a body slot
- Reduced HP of Oglala Raider by 2, reduced both Strength and Attack Rating of Oglala Raider by 1
- Decreased Defense of mounted Hunter and Foot-hunter by 1
- Increased Resource Cost of Oglala Warrior and Warrior Chieftan


BONI:
- Increased Strength of Oglala Warrior by 1, he now wears Ornamental Armor
- Holy Chieftain now has 1 natural Protection
- Warrior Chieftan, Elucidator of Traditions and the Master of Dream-Visions now have Charmed Feathered Leather, costs more resources
- Changed Magic Warpaint to Prot 5
- Chieftan now wears Ornamental Leather, costs more resources


OTHER:
- Changed Ornamental Leather to Prot 6, Enc 2
- Holy Chieftain and Crazy Horse Rider now have Magic Warpaint


------
MISC
------

- Added new authentic names, deleted a few embellished names; authentic name count now

approx. 200
- Crazy Horse, the Hero, no longer has a Tien Chi name


-------
NOTES
-------

- Still waiting for the ability to mod (negative) Fort Defense bonuses (penalties)
- Still waiting for the ability to mod patrol bonuses
- Hoping for the ability to mod awe ability with negative modifiers (weak awe: -2)
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File Type: zip 335594-oglala.zip (7.7 KB, 118 views)
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  #23  
Old February 28th, 2005, 10:45 AM

liga liga is offline
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Default Re: A New Mod: Oglala Sioux

it is on my web site now!

thank you
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  #24  
Old February 28th, 2005, 11:34 AM
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Thilock_Dominus Thilock_Dominus is offline
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Default Re: A New Mod: Oglala Sioux

Just one question, what would the consequences of weak awe be?
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  #25  
Old February 28th, 2005, 11:42 AM
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Default Re: A New Mod: Oglala Sioux

Quote:
Thilock_Dominus said:
Just one question, what would the consequences of weak awe be?
Well, awe+1 means that a unit with Morale of 10 (or 11? I forget) has a 50% chance of overcoming an awe check, while an awe of +10 means that you need a morale of 20 to do the same. Although it would be nice to know how this is scaled for Morales greater or lesser than this median (I mean: If you have a Morale of 13, do you have a 70% chance of hitting an Awe+1 creature, or a 55%, or a 95%?), I do not.

So I would have hoped that an Awe -2 would mean that a creature with a Morale of 9 has a 50% chance of striking successfully.
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  #26  
Old February 28th, 2005, 11:46 AM
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Default Re: A New Mod: Oglala Sioux

Ahhh! Wouldn't a better ability apply like 'Hatred'? Maybe not...
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  #27  
Old February 28th, 2005, 11:57 AM
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Default Update

Sorry, in the version 1.1 which I had posted above there is a mistake: I had used the #itemslots suggestion, unknowing that #mounted does not override the foot slot.

This version 1.11 attached here is identical to the one posted in 1.1 above, but removes the falsely added foot slot from Holy Chieftan. (Now the Holy Chieftan has no body slot and, as it should be, also no foot slot.)

Sorry.
And sorry, Liga -- could you switch again?
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File Type: zip 335624-oglala.zip (7.7 KB, 118 views)
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  #28  
Old February 28th, 2005, 01:27 PM

Ivan Pedroso Ivan Pedroso is offline
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Default Re: A New Mod: Oglala Sioux

Quote:
tinkthank said:
Quote:
Thilock_Dominus said:
Just one question, what would the consequences of weak awe be?
Well, awe+1 means that a unit with Morale of 10 (or 11? I forget) has a 50% chance of overcoming an awe check, while an awe of +10 means that you need a morale of 20 to do the same. Although it would be nice to know how this is scaled for Morales greater or lesser than this median (I mean: If you have a Morale of 13, do you have a 70% chance of hitting an Awe+1 creature, or a 55%, or a 95%?), I do not.

So I would have hoped that an Awe -2 would mean that a creature with a Morale of 9 has a 50% chance of striking successfully.
IIRC awe works like most other opposing checks in Dom2:
X + 2d6(oe) vs Y + 2d6(oe), where X and Y are a mix of stats and various boni/penalties etc.

In your example (awe+1 vs moral 13):
X = 11 and Y = 13

Look in this thread. Look-up "-2" in Endoperez' chart. The chance of overcomming the awe is ~70%.
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  #29  
Old February 28th, 2005, 06:07 PM
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Default Re: A New Mod: Oglala Sioux

Quote:
liga said:
it is on my web site now!
Version 1.11 is up on my site too.
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  #30  
Old March 3rd, 2005, 06:08 PM
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Default Re: A New Mod: Oglala Sioux

Thanks very much!
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