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Author Topic: Knights and Vikings - Brainstorming - No, it's not historically accurate.  (Read 2385 times)

Meph

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force-siege was serious FUN though when you have a big army, make a backup save and just spawn 100-200 enemies to see how long you can hold.
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IndigoFenix

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If you want to avoid making berserkers their own caste, you can give the Norse the ability to make a drink that boosts their rage propensity through the roof, and maybe adds other things like combat trances and pain resistance.  That would allow you to keep them all humans.

Splint

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So quick question guys. I decided to take the guilds vs bunched up fuckers approach.

Do I need to individually assign skill rates, or can I use the blanket [SKILL_RATES:(insert numbers here)] and then add the skills they have bonuses in?

Additionally, some kind of expensive raiding mechanic for the Vikings, yea or nay on that? Cause I really need to dust off the cobwebs as far as reactions go.

Putnam

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SKILL_RATES:speed:?:rust:demotion followed by SKILL_RATE:skill:speed:?:rust:demotion will replace the former with the latter for that skill only, yeah.
« Last Edit: July 12, 2016, 03:54:50 pm by Putnam »
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Splint

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So I just need to individually do what they're supposed to be good at then?

That has made this about 100 times less tedious to actually sit down and do.
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