The Skin Poppet - Suggestions

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I think I was wrong about the horses.  Most of them are fine.  I got one of the shadowlord steeds, and that threw me off because it rotated so quickly.  I got a preserver warhorse and it seems fine though.

I think the biggest thing that can be improved is the interface with the Necronomicon.  That can be made more handy.  I might even consider spinning off the "crafting" parts (like making an Evil Eye or a Philosopher's Stone) into another book.
 
This mod is really fun, hadn't played M&B in a while.  Some people have mentioned adding new companions, I would like to propose the idea of making new companions as recreations/homages to famous occult personages.  Some of my suggestions:

Eliphas Levi
Aleister Crowley
MacGregor Mathers (so Crowley has somebody to bicker with)
Simon Magus ("false" miracle worker from the Bible who I understand had some kind of miracle duel with Jesus)
Cain (the Biblical one)
Lazarus
Elizabeth Bathory
maybe Edgar Allen Poe, H. P. Lovecraft...others?
 
Necromantic Fallout
After a big battle there is a chance that part (or all) of the fallen reanimate as an undead horde after some time.

Demonic Fallout
After a big battle there is a chance that a portal to hell opens and a demon horde appears after some time.

Interface with the Necronomicon (or whatever book)
For now each time you use it you go back to the map. As I often do several things it might be easier to use if you return to the action selection in the book.

Two Masters
Beside the Blood Fountain that rules over the undead there is also a desecrated chapel that governs demons (resulting in two books).
This would also divide the necrolords into two factions.

Suggestions for Quests
These are mostly based on existing quests.
  • Bring me a lord - Bring an imprisoned lord to the Blood Fountain and you get... a companion death knight, a demon horde, an item, an attribute increase, money or whatever.
  • Bring me prisoners - Bring imprisoned elite troops (Knights, Huscarls...) and you get... money, elite undead or demons or whatever.
  • Escort a death priest to a city - You get nothing but the garrison and/or the peasants die off.
 
I would split revenants, horrors, and abominations into their own separate branches of the zombie tree, since they represent missile troops, cavalry, and infantry.  There should probably be a zombie missile troop one step more powerful than revenants, a cavalry troop one in between zombies and horrors, and two infantry levels between zombies and abominations.
 
Grimmend said:
SNIP
The Cult (Placeholding Name)
Kind of took the idea from custom settlement mod, but what if you could send people to Zendar, while most are killed by the Blood Fountan, some join like you did, and work to further your dark influence in the world.

I think this would be awesome! This is pretty much exactly what I was thinking the whole time, and have the option to be leader (Overthrow the Blood Fountain) but also have the option to be a follower (The a vein of the Fountain maybe?).
I'd like to see a joinable undead faction of any kind, maybe see if we could take calraldia?


Patchwork Soldiers:
LASTLY and almost most importantly allow Patchworked undead to be upgraded to zombies, this would be a big help and make it possible to start without the necronomicon.
 
1. Make patchwork zombies stronger as one increases in level. Think like magic missile in D&D, how it gets somewhat less ****ty as one increases in level.

2. It is somewhat frustrating to be a powerful necromancer, ruler of several fiefs and still have to travel to the cities of thine enemies in order to buy.... candles. The solution? New and improved village improvements. Why can't you simply order your villagers to build you a candle factory? If they disobey, kill them. Also if one has control of a city, give an option to talk to the guild master to order shipments of whatever good at a premium over market price from several possible location depending on trade skill. Then a caravan of your faction makes the trek to your city over a period of time. Talk to the guild master to redeem your items. The balance here is that other factions might attack and kill your caravan, so keep them protected. You can also have the option to pay more money to hire more caravan guards. 

3. Once a certain level of power is reached, "crusaders" begin appearing on the edge of the map. They have a sworn vow to purge lands of the undead.

4. Certain lords of the land should be secret necromancers. Find them and learn their secrets. They explain important plot points and reveal game hints in addition to being unusually strong in combat compared to other lords. Also one or two claimants to the throne should be secret necromancers.

5. Throw your enemies in a dungeon and torture them dungeon keeper style for information, to recruit them, or as a component of certain spells. This also opens the possibility of sacrifices, summonings, etc. all behind closed doors.
 
You should fix the lag caused by the travel map.
As the game progresses, you should get messages telling you that new Tech has become available, and each time that happens, add an option to buy a new gun(Flintlock Rifle, etc.)
Warband Compatibility?
 
He told about the Warband thingy already.
The mod is not compatible with Warband. It would have to be ported. Whether or not N0ught will do it is still a question mark. Either way, I'm happy as long as we get to play the mod.
 
Played a bit, quite interesting, the soil from world map makes hard to see units sometimes,
i would change that.
The armor/wep/mount sets and just fine, only thing is the ideal obviously is combining different items,
in order to get the better kit.
Wouldn't hurt to have an additional +bonus only awarded when using the whole set?
A spell or something.

Very good and original mod so far  :cool:
 
UnholyNighmare said:
He told about the Warband thingy already.
The mod is not compatible with Warband. It would have to be ported. Whether or not N0ught will do it is still a question mark. Either way, I'm happy as long as we get to play the mod.

i haven't seen or heard from NOught recently, and i don't think we ever will again.  i have PM'ed him and even tried contacting him on a different game forum.  i think he's gone on to bigger and better things  :cry:
 
Boo! :twisted:

Oh I am around... I just have things happening in life right now - wonderful awesome things!

I'll be back before someone has to resurrect me, I'm sure...
 
@unholynightmare: look at your post, then look at your sig.  irony? :razz:

@NOught:  great to know you're in the land of the living, here's wishing you lots of luck and hoping you'll have leisure time to mod in the near future :smile:
 
Creatures Reworked
Many Types of Demons:
Here some:
Inf10.jpg
Spawns-Weakest of demons.Wield a spear and a shield.Their only advantage is their high speed.Spawns are summoned by Ouija Boards.They upgrade into Destroyer and Stalker.
Inf41.jpg
-Destroyer.Tank unit,strong defence and area attack.Slow and medium attack.Medium HPs.Strong vs. Cavalry.Attacks with his magmatic fist.
Inf51.jpg
-Stalker.Offensive unit fast,high hp,very high damage medium defence.Fast strikes(due to very high agility skill).Attacks with claws
Inf30.jpg
-Succubi.Quite balanced units but with 1 special ability:you can send them to seduce units on battlefields/towns.They dance to seduce men.Women troops are not affected by their dance.(you can borrow the anim from Star Wars Conquest).Attacks with raiper.Succubi are summoned using Succubus Summoning Ritual.They are neither upgrade of a demon nor upgrade into another.
hellhound.gif
-Hellhound.You can take the script from Zarthas who has done "DAWN OF MAN" mod.Hellhounds are fast units with a lot of damage and hps but nearly no defence.They are summoned by Ouija Board.

New Undeads
Nec41.jpg
-Black Swordsman.Medium speed for a balance of attack and defence(mostly medium).High HPs.
Nec20.jpg
-Ghoul.Very high HPs and damage ,medium speed and defence.
mummies.jpg
-Mummies.Slow,high HPs,but low damage.Attack with ancient egyptian daggers.Upgrade to mummy priests.
mummy.gif
-Mummy Priests.Stronger than Mummues.Attack with serpent staves that weaken enemies(lower armor,damage and speed).
skeletons.jpg
-Skeletons!!!!These can't miss in a necro mod!!!!!!!!Upgrade to anything,warriors,archers,cavalry.Liches are special skeletons.
ghosts.jpg
-Ghosts.Summoned by Ouija Board.They walk(not fly).They are strong with great armour(incorporeal stimulation) and medium damage.They fight with axes,swords,spears,etc.Female Units.Headless.They throw heads to deal high area damage.

Reworked creatures for higher detail.P.S.FIND A MODELLER/TEXTURER.

Items Reworked
No more gunpowder set.Other sets must look darker/more necromantic.New Demon and Undead sects.
....and more to come.
 
Honestly, I would even prefer the units system we have as of right now when looking at this copy&paste from Might&Magic. There's been plenty of suggestions when it comes to creautures, and I daresay that most of them are better than this.
 
I would like to make the most outlandish suggestion of all: I'd like it if the chest in Zendar were closer to the entrance so I don't have to walk all the way over to it. My necromancer is a lazy necromancer.

On the subject of troop trees I'd do it like this
Give zombies three basic paths to follow, one that leads them to heavy infantry (abomination), one that leads to archery, and one that leads to spearmen.
Demons would be the introduction to cavalry. Let them upgrade into either heavy cavalry or horse archers.
Homunculi and golems: perfect the way they are.

You made a damned awesome mod, N0ught!
 
Well, great mod, great suggestions, though the only one above in that swarm of pictures pasted from M&M is the Succubi (Sorry Thane.)

In any case, please nerf Death's Equipment. After I got the stuff and got to a high enough level where I could equip it, I was unstoppable. I could've had 30 health and I would've maybe lost two, three hit points from a high battle. I could solo king's armies, and I could solo castles. It was pretty ridiculous.

The Golem is a bit saddening. The thing takes a philosopher's stone to summon and it dies real fast. Maybe make the stones easier to attain, or have it summon more than one golem.

I noticed someone suggested having patchworks upgrade over time as you level. One way this could be dealt with is that you put in a 'Necromancy' skill (Which probably increases undead fighting ability) and three options for patchwork. At level one-five necromancy, you recruit normal patchworks. 6-9, stronger patchworks... 10, amazing patchworks.

In any case, amazing mod. I love it so much.
 
I like that you all are helping to get the ball rolling on the thoughts of improving the game.
N0ught makes changes to the game almost each day, fixing this and editing that; I've also seen all of the characters that he makes and I feel special when he asks " Does this look good to you?" :3

Anyway, I've looked through all of the ideas here and some of them I like. Some of them I feel are pretty pointless and would just prolong the release of the newer versions of the game.

I'll talk to N0ught about the ones I do like and see what he has to say, not that he hasn't been reading this suggestion thread already.
 
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