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  #31  
Old January 25th, 2010, 07:40 PM

pyg pyg is offline
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Default Re: Markata Madness, all age game

Quote:
Originally Posted by Squirrelloid View Post
The hardest part is going to be the national spells, since there's a limit on how many nations can share a national spell. The easy solution is to make the spells *not national*, since every nation is going to be monkeys anyway.
Yes, this would work fine. I didn't consider that before.

Ha my editing ninja'd you, or the reverse... it's all madness in this thread.
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  #32  
Old January 25th, 2010, 07:40 PM
Squirrelloid Squirrelloid is offline
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Default Re: Markata Madness, all age game

Rdonj: regarding non-markata. You need someone to forge gear for all those markata thugs!
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  #33  
Old January 25th, 2010, 07:46 PM
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Amonchakad Amonchakad is offline
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Default Re: Markata Madness, all age game

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Originally Posted by Squirrelloid View Post
need someone to forge gear for all those markata thugs!
I say that calling them thugs is a total understatement; there's no SC in the game who could slow a markata scout for more than a couple of turns.

What?!? Killing him? The simple thought fills me with ilarity.
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  #34  
Old January 25th, 2010, 07:50 PM

rdonj rdonj is offline
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Default Re: Markata Madness, all age game

Okay, here is what I'm going to do. First, you are right, the way I was just doing it was a complete waste of my time. I'll go and build the nation from scratch. Quick, easy, and then I can have pyg make 5 quadrillion copies no problem.

Second, there will be a markata mage. It was suggested that I give it a 100% chance of wesn. This can be changed, but they will probably only have 1 magic path. If you want to make them better you will have to empower them like a serious markata user. That will prevent you from empowering as many markata scout SCs, but it is a necessary evil.
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  #35  
Old January 25th, 2010, 08:23 PM
Squirrelloid Squirrelloid is offline
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Default Re: Markata Madness, all age game

Maybe 100% wesn 100%fadb? That way you can get access to all the paths without too much stupid.

Actually, in order to make *real* markata paths more likely, maybe make the secondary 10%?
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  #36  
Old January 26th, 2010, 03:54 AM

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Default Re: Markata Madness, all age game

Yeah, the 10% is probably fine.
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  #37  
Old January 26th, 2010, 07:49 AM

rdonj rdonj is offline
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Default Re: Markata Madness, all age game

Okay, the monkey mod is almost finished. I'm just waiting on a couple sprites from sombre, I may make a hero out of the longdead markata sprite, and then I'll be done. Hopefully pyg's script can do what needs to be done here without too much difficulty.

I had to put in a priest also, because dominions more or less requires them. I'm a bit worried I may have made them too OP though, so I made them cap only. Hopefully that will prevent them from being the only unit made ever. We'll see.

Also the pretenders (Markata Kings) are pretty badass. They have a really cool special weapon, very nice stats, and even better armor than normal markata.
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Last edited by rdonj; January 26th, 2010 at 08:00 AM..
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  #38  
Old January 26th, 2010, 03:04 PM

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Default Re: Markata Madness, all age game

Attached is a mod with markata as a combined unit. Parts of it could be adapted for this game.
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File Type: zip Markatamod.zip (10.0 KB, 66 views)
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  #39  
Old January 26th, 2010, 03:39 PM

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Default Re: Markata Madness, all age game

Here's another little bit.

Markatanana!
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  #40  
Old January 26th, 2010, 03:42 PM

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Default Re: Markata Madness, all age game

Quote:
Originally Posted by Sombre View Post
Here's another little bit.

Markatanana!
To anyone who is paying attention to this thread, this is the sprite that will be used for the markata priest
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