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Thread: Faction - Darknut Legion

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  1. #1
    GoldenGohma's Avatar Civis
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    Default Re: Faction - Darknut Legion

    Quote Originally Posted by Mahat View Post
    (As for the loyalty issue, I had it a few times. The fun thing being that the one deserting was that god-like faction leader whoes name I forgot. If the leader deserts his own country, does that makes everyone in the country the rebel ones? )
    Zalunbar. Good question though. . . might want to add a few more loyalty boosting traits onto him.

    Wait, what? Now that I think about it, isn't he maxed out in loyalty already? Or am I confused?

    Also, in regards to Fokka Knights, last I checked they even have enough mass to knock cavalry into the air with a good charge.

    Arise, my army!

  2. #2

    Default Re: Faction - Darknut Legion

    Quote Originally Posted by Mahat View Post
    Just finished a long campaign with the Darknuts, and my feedback amounts to… well… I loved them. And I mean, really. At first, that whole “everybody moving at slug spead and no arrows for you” sounded like those guys would be absolutly impossible to play on a campaign map, but those avian knights running almost as fast as horses really save the day. With them to take care of those annoying archers and siege weaponry, it is perfectly possible to survive long enough to get to close combat in open battles… Well, so long as you are not playing against mounted archers (I learned the hard way that the sanest decision considering gerudos is to make them my allies and let someone else deal with them while I’m conquering Ghoma or the Mobgoblins.)

    And in siege situations… Well, they are just perfect. Those guys are first grade fortress busters, and their special ram only makes things better. The only thing that actually killed a whole bunch of them more often than not was boiling oil, so I ended up not using the cool ram against stone walls, preferring siege towers.

    The sole thing I found a bit strange is that ability to actually build ruins in cities and castles. It’s easy to exploit to get a nice and healthy relic revenue for the whole game. But I guess that was meant to enhance an otherwise quite poor economy.

    Plus, their armors are cool.

    How did you finish a game with them? Every time I do a short campaign it crashes on Turn 15


    (As for the loyalty issue, I had it a few times. The fun thing being that the one deserting was that god-like faction leader whoes name I forgot. If the leader deserts his own country, does that makes everyone in the country the rebel ones? )

  3. #3

    Default Re: Faction - Darknut Legion

    One problem that i have as the darknuts is that the fokka knights have a lot harder time killer routing units then they should. They keep charging them and knocking them down, but that doesn't actually kill them, It would be nice if they could more effectively kill routing units.

  4. #4

    Default Re: Faction - Darknut Legion

    Wait, what? Now that I think about it, isn't he maxed out in loyalty already? Or am I confused?
    No, he starts with 5 in loyalty. What he does have are authority boosting traits: "Total Authoritarian", "Holier than Thou" and "Has no Fear"... So he would make a great leader, but there are none in this game. Also, I always wondered how the "Authority" stat of the faction leader worked in correlation with the "Loyalty" stat of his followers... As this mod does not have any leaders to begin with, is the game even able to use the loyalty stat of our generals without any authority stat to compare it to?

    One problem that i have as the darknuts is that the fokka knights have a lot harder time killer routing units then they should. They keep charging them and knocking them down, but that doesn't actually kill them, It would be nice if they could more effectively kill routing units.
    True, I saw that happen quite a few times. They still manage to kill them in the long run I think. Either way, killing fleing ennemies might very well be frowned upon by the Darknuts. They seem already pretty far gone in that "honor before reason" mentality.

  5. #5
    GoldenGohma's Avatar Civis
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    Default Re: Faction - Darknut Legion

    . . . In another vein of discussion, I'm still wondering if it's possible to give specific armies Mercenary pools that only they can recruit from.

    Arise, my army!

  6. #6

    Default Re: Faction - Darknut Legion

    I think it can only be done for specific cultures, but I'd love to be proven wrong.

  7. #7
    GoldenGohma's Avatar Civis
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    Default Re: Faction - Darknut Legion

    Well, luckily, The Darknuts ARE Their own culture! It's required to get their special ram to work.

    I think the Zuna are also Darknut, as they use the Darknut UI when played as.

    Arise, my army!

  8. #8
    Drazule's Avatar Campidoctor
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    Default Re: Faction - Darknut Legion

    So this is my first post here so I'm gonna start off with how much I love this mod, which is a lot.

    BUT...Is Zalunbar supposed to be able to betray me on turn six? Because that happend.

  9. #9

    Default Re: Faction - Darknut Legion

    Quote Originally Posted by Drazule View Post
    So this is my first post here so I'm gonna start off with how much I love this mod, which is a lot.

    BUT...Is Zalunbar supposed to be able to betray me on turn six? Because that happend.
    Hi Drazule and welcome to the mod and its forums!

    Did Zalunbar become a rebel general and take whatever units you had with him? That happens with generals sometimes (and on account of how Nephalim set up the mod, all commanders count as generals instead of family members), they can abandon the national cause if banditry appeals to them at the time. Or if another faction's diplomat bribes them enough, which is also a thing. It's not something story-based (to my knowledge), at least.
    Taram Chalco - Elizabeth Westcliffe - Kesaris - Erika Homewood - Kalian Benton Galhansen

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  10. #10
    Drazule's Avatar Campidoctor
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    Default Re: Faction - Darknut Legion

    Quote Originally Posted by VictorAYorke View Post
    Hi Drazule and welcome to the mod and its forums!

    Did Zalunbar become a rebel general and take whatever units you had with him? That happens with generals sometimes (and on account of how Nephalim set up the mod, all commanders count as generals instead of family members), they can abandon the national cause if banditry appeals to them at the time. Or if another faction's diplomat bribes them enough, which is also a thing. It's not something story-based (to my knowledge), at least.
    Thanks! That makes sense (as far as coding goes).
    He did become a rebel general and take all my forces with him. It was kind of funny seeing my faction leader and self proclaimed god to go ahead and rebel against his own kingdom.

  11. #11
    Coffeemancer's Avatar Foederatus
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    Default Re: Faction - Darknut Legion

    How do you reckon these fellas would do as mercenaries in the Darknut region?
    http://zelda.wikia.com/wiki/Doomknocker
    Spoiler Alert, click show to read: 



  12. #12

    Default Re: Faction - Darknut Legion

    Mh, hi first of all.

    I must say I've not played the Darknut legion in the campaign, but I have faced them a lot and played them in custom battles.

    Honestly to me, they feel a lot like the guys in black in this video:



    Really overwhelming and strong. The think is I think the darknuts would do good with something like the black machine in minute 1:00, something that is "kind" of a siege weapon, but that uses a -sword- as main weapon, like a melee siege weapon.

    This would not go against their martial code, of only fighting with swords (its weapon would simply be an oversized sword) and it could be employed to crush walls or similar, allowing them to break through fortresses by other means than crushing the door with the ram.

    What do you think about it?

  13. #13

    Default Re: Faction - Darknut Legion

    Quote Originally Posted by Cryus View Post
    Mh, hi first of all.

    I must say I've not played the Darknut legion in the campaign, but I have faced them a lot and played them in custom battles.

    Honestly to me, they feel a lot like the guys in black in this video:



    Really overwhelming and strong. The think is I think the darknuts would do good with something like the black machine in minute 1:00, something that is "kind" of a siege weapon, but that uses a -sword- as main weapon, like a melee siege weapon.

    This would not go against their martial code, of only fighting with swords (its weapon would simply be an oversized sword) and it could be employed to crush walls or similar, allowing them to break through fortresses by other means than crushing the door with the ram.

    What do you think about it?
    That's actually a good comparison, I've actually had similar situations happen when I fight Hyrule. I managed to get the Zuna to join me, so I'm able to bypass the Darknut's lack of range... plus I can now recruit Ziggurats as a mercenary unit. In one of my first battles against Hyrule my Zuna crossbowmen picked away at the charging army while my main line tore through anyone that got close enough: it was really satisfying.

  14. #14

    Default Re: Faction - Darknut Legion

    Damn video not working... -.-

    http://www.youtube.com/watch?v=nmZpAdxdBJI

  15. #15

    Default Re: Faction - Darknut Legion

    I see. And I agree. It is vary fitting to the Darknut Might.

  16. #16

    Default Re: Faction - Darknut Legion

    Except there's Three Goddesses.

    And the leader of the most powerful magic user factions (Fairies and Wizzrobes) are both lead by women.

    So really it's just the undead that are sexist.

    Those jerks.
    Oh, wow.

    Wow.

    You have not understood anything.

    Sexism, by its very definition, is when one gender is considered lesser than the other. Not just when it is women that are being considered lesser.

    Many of the factions in HTW are matriarchal. In some cases, this means that only females may hold positions of authority. This is deeply, and utterly sexist. In every single, conceivable way.

    The fact that you considered a male-dominated faction despicable and sexist, but female-dominated factions completely acceptable, means to me that you need to seriously take a step back and start thinking very critically about your values. (Seriously. Do try thinking, for a bit. You might like it.)

    Don't just form values without a single moment of thought behind them. It's incredibly destructive.
    CA needs competition.

  17. #17

    Default Re: Faction - Darknut Legion

    Shoot, I just noticed that I said "actually" twice in the same sentence.... T-T

  18. #18

    Default Re: Faction - Darknut Legion

    ha these guys just got 100 per cent more awesome cant get enough of the doomknockers; fantastic unit!
    I shall consume... consume everything

  19. #19

    Default Re: Faction - Darknut Legion

    Quote Originally Posted by nintendo64isking View Post
    ha these guys just got 100 per cent more awesome cant get enough of the doomknockers; fantastic unit!
    Video?
    I'll just be waiting

    --------
    "Honor, Wisdom, and The Freedom of the Common Man"-- The Code of The Republic

  20. #20

    Default Re: Faction - Darknut Legion

    ...These guys suffer a similar problem to the Papal States of normal Med2 with the Papal and Swiss Guard. The new levels of training REPLACE the older ones outright. You get Adepts, you can't get Initiates, nor can you turn the Initiate TO an Adept. This leaves you earlier armies that you can't replenish unless you deliberately hold back a place's military advancement. It seems to go against their 'slow, powerful, keep them alive and upgrade them' mentality. Then again, the recruitment system itself kinda goes against that. Here is a case where general spamming is a very good and powerful thing.

    It doesn't help that the Mazrova seem to cause crash-outs, so you REALLY want Initiates as a solid run-around force(The Fokka aren't great in themselves-they can charge in, but getting out again is a problem).

    There are religious issues in some of the desert settlements and elsewhere that can't be fixed at present, due to the Darknut religious building being non-buildable.

    Still, they're simple and tough and I like that.

    The Doomknockers are...they're effective enough melee troops(Though I'm not sure if their swinging mace attack actually DOES anything. Sure, the enemy fall down, but...), but they never get to actually use their javelin attack. The range is short enough that they get pulled into melee really easily. I've also seem them hit themselves(as in other people in the same unit) with the javelins.

    It seems odd that the Dishonoured are spears, but anti-cav has to be somewhere. I'm surprised there isn't an anti-armour in there, though. Then again, with base attack power that high, one can legit say 'they don't need the trait'.
    Last edited by Bloodly; August 09, 2014 at 03:46 PM.

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