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  #31  
Old August 1st, 2008, 01:53 AM
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Default Re: Prehistoric Mammals

Well, the stats should probably be balanced more scientifically than I'm currently capable of. I can't easily compare them to what's already in the game, which makes it hard. I just wanted to have something in place, incase any new people wanted to use them, and didn't know where to begin.
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  #32  
Old August 1st, 2008, 02:41 AM
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Default Re: Prehistoric Mammals

Oh come on, you don't have a good working idea of how a Glyptodon compares to a Kraken? Pshhhh.....
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  #33  
Old August 1st, 2008, 02:49 AM
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Default Re: Prehistoric Mammals

Well, I'm sure a glyptodon would make a nice snack for the kraken...
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  #34  
Old August 21st, 2008, 01:01 PM
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Default Re: Suggestion for new Cave Units.

I had the thought that it might be cool to have elemental versions of existing creatures, as Independents. Like a Hydra earth elemental, or giant ants of elemental fire.
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  #35  
Old August 21st, 2008, 03:32 PM
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Default Re: Suggestion for new Cave Units.

Probably would be too much. Prehistoric mammals are good enough, but right now I am not sure where to place them in the game context... But maybe some use will show itself - there was an idea about "prehistoric" mod with cavemen replacing humans as main race (Gandalf's, I believe)...
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  #36  
Old August 21st, 2008, 03:39 PM
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Default Re: Suggestion for new Cave Units.

Mine too, I'm afraid...

I think prehistoric creatures-atleast in terms of within the last 30,000 years-ought to just show up occasionally as EA Independents-they'd just be survivors. If we ever get a magic system that's Age-specific, then maybe they can be generic summons, also.

Can we currently mod in generic (non national) spells? I think we can...if so, it could be worked around by creating an EA mod with those types of summons.

Maybe someone should just make a Caveman nation and give them prehistoric critter national summons and recruits?
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  #37  
Old August 21st, 2008, 06:10 PM
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Default Re: Suggestion for new Cave Units.

Quote:
Originally Posted by HoneyBadger View Post
Mine too, I'm afraid...

I think prehistoric creatures-atleast in terms of within the last 30,000 years-ought to just show up occasionally as EA Independents-they'd just be survivors. If we ever get a magic system that's Age-specific, then maybe they can be generic summons, also.

Can we currently mod in generic (non national) spells? I think we can...if so, it could be worked around by creating an EA mod with those types of summons.

Maybe someone should just make a Caveman nation and give them prehistoric critter national summons and recruits?

That would be so awesome. "Cromagnia - Land of the Lost"

Sloth riders, and 6 foot dragonflies, and Allosaurs covered in pungi sticks!
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  #38  
Old August 22nd, 2008, 03:10 PM
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Default Re: Suggestion for new Cave Units.

Land of the Lost, eh? Someday I'm gonna have to buy the original series on DVD. That show was freaky weird.

http://en.wikipedia.org/wiki/Land_of...ies#Altrusians

I'd recommend doing a mod nation combining cavemen with elements from Land of the Lost, except that I'm already working (not very hard) on a nation that summons creatures from the past and the future. It's Lovecraftian, though, based on the Fungi from Yuggoth.

Still, a Land of the Lost nation could be really interesting-with Sleestaks, Altrusians, those crystal matrixes they used sometimes, pylons, skylons, the Library of Skulls, dinosaur summons, invisible aliens, and other weirdness.
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  #39  
Old August 22nd, 2008, 04:24 PM
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Default Re: Suggestion for new Cave Units.

What Allosaurs did to you??! :P
Considering initial question - iirc, generic spells can be modded in quite readily. It's adding them for only part of nations which can be tricky...
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  #40  
Old September 13th, 2008, 10:22 PM
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Default Re: Suggestion for new Cave Units.

Would a moderator (or anybody else with a few minutes on their hands) mind posting the image of the Hyaenadon into my Aksum thread? I can't download it, and I've since lost the original. Preferrably as a .jpg. I don't seem to be able to retrieve other file types.
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