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  #21  
Old December 11th, 2007, 04:36 PM
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Default 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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  #22  
Old December 12th, 2007, 01:49 AM
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Default 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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  #23  
Old December 12th, 2007, 03:02 AM
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Default 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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  #24  
Old December 12th, 2007, 03:03 PM
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Default 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.
Instead of generating supplies, couldn't it generate income and resources (and be immovable)?
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  #25  
Old December 12th, 2007, 03:36 PM
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Default 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.
Instead of generating supplies, couldn't it generate income and resources (and be immovable)?
In the ideal land of rainbows and eternal honey, yes. But making a unit that increases scales is not moddable.
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  #26  
Old December 13th, 2007, 12:11 AM

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Default 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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  #27  
Old December 13th, 2007, 01:47 AM
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Default 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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  #28  
Old July 20th, 2008, 03:46 AM
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Default 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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  #29  
Old July 20th, 2008, 04:08 AM
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Default 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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  #30  
Old July 20th, 2008, 09:37 AM
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Default 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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