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December 11th, 2007, 04:36 PM
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Major General
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Re: Sons of Kaleva, a Kalevala mod
Almost any mage is going to be used.
If you give him 18 hit points, high combat skills, nature and astral, and a soul-drinking weapon, he'll be a very effective thug, although you probably wouldn't make equipment for him.
Alternatively, you could make him as a pretender chassis , give him like 25 hit points and a soul drinking sword - with enough special powers (glamour, fear and ethereal, say) he'd be a suitable SC god even with barely above human scale hit points.
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December 12th, 2007, 01:49 AM
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National Security Advisor
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Re: Sons of Kaleva, a Kalevala mod
Having one hero with Astral magic would certainly boost their magic, at least when it comes to thugs. Luck and Amulets of Antimagic are pretty much necessary for proper thugging.
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December 12th, 2007, 03:02 AM
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General
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Re: Sons of Kaleva, a Kalevala mod
Yes, I think a hero is the perfect addition for Kullervo. You don't really want to recruit him, but if he pops up, then all the better. He could also be a Pretender chassis, but I'm not sure who would want to serve under Kullervo
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December 12th, 2007, 03:03 PM
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Captain
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Re: Sons of Kaleva, a Kalevala mod
Quote:
Endoperez said:
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.
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Instead of generating supplies, couldn't it generate income and resources (and be immovable)?
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December 12th, 2007, 03:36 PM
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Colonel
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Re: Sons of Kaleva, a Kalevala mod
Quote:
Jarkko said:
Quote:
Endoperez said:
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.
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Instead of generating supplies, couldn't it generate income and resources (and be immovable)?
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In the ideal land of rainbows and eternal honey, yes. But making a unit that increases scales is not moddable.
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December 13th, 2007, 12:11 AM
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BANNED USER
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Re: Sons of Kaleva, a Kalevala mod
You can copystats one of the units that increases magic scale,.. or growth scale too I think.
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December 13th, 2007, 01:47 AM
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National Security Advisor
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Re: Sons of Kaleva, a Kalevala mod
However, I can't make it unique if I copystats a non-unique creature for its powers. Lady of Fortune etc luck-increasers aren't unique. The monkey summon that increases magic scale isn't unique. Can't do, sorry.
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July 20th, 2008, 03:46 AM
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Re: Sons of Kaleva, a Kalevala mod
How's this mod going, Endoperez? Especially now that we're getting unique tag. Having been introduced to the Kalevala (haven't read it through yet, but I will), I'm interested.
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July 20th, 2008, 04:08 AM
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Re: Sons of Kaleva, a Kalevala mod
Weak.
I start something, then run out of steam. Both with this, and with the arabian nights mods I was helping with.
I still have my notes, so I could pick up from where I left this... However, I also have notes on two other mods that never got even this far.
I might get a little more progress on this, but we'll see.
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July 20th, 2008, 09:37 AM
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Re: Sons of Kaleva, a Kalevala mod
That is a shame. I was so looking forward to a Kalevala mod.
Such heroes! Kullervo, Lemminkainen, Vainimoinen.
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Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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