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## [Dom3]Is there anything bad about an LA Machaka?

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koz
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### [Dom3]Is there anything bad about an LA Machaka?

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Post by koz » Tue May 01, 2012 6:59 am

Basically the topic. I think it would be quite cool to have Machaka in the LA, but I'm unsure what this would involve in terms of changes from their MA version.
Everything I learned about DnD, I learned from Frank Trollman.

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Username17
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Post by Username17 » Tue May 01, 2012 10:50 am

Machaka is slightly problematic. Their stuff isn't bad exactly, but neither does it inspire a lot of confidence or interest. The faction is, to put it bluntly, unfinished. They are very good at producing fever fetishes, but they don't have anything to spend fire gems on. Their late game suffers from not having any national spells or character. But despite all that, Machaka is full of a bunch of very good things. People drafted no less than five of Machaka's commanders. And only once was that with a sense of resignation.
Machaka's middle age issues are mostly one of theme:

- The Black Sorcerer and Sorceress should obviously be sacred, as should their Black Hunter spider forms, because they turn into fucking Black Hunters, and the Black Hunters are fucking sacred in Machaka.
- All Black Hunters, whether leftover mounts or transformed sorcerers, should wear Spider Barding that provides like 2 points of protection. Because Machaka has national Earth gods, and it is fucking insulting that their Black Hunters can't benefit from Earth Blessing.
- Machaka needs some national spells - especially some way to convert fire gems into fire casters.

Yes, their PD sucks balls and they have four flavors of spearmen and only one is good for anything. Also, I think their national archers are overpriced. But that's thematic.
Anyway, Late Age could work with some Golden Empire of Songhai shit. So they could have capital-only poison archers and guys with chain mail. Maybe do something weird like make the Black Sorcerers dead, but make the Sorceresses and Sorcerers get better access to randoms and be build-anywhere.
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Avoraciopoctules
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Post by Avoraciopoctules » Tue May 01, 2012 4:46 pm

I've seen 2 unfinished ideas for LA Machaka mods before. Both involved merging the Machaka stuff with displaced people from another faction to round things out.
One of them had Vanir or something, and one of the selling points of the faction was glamoured spider cavalry. There was some kind of voodoo stuff going on, and there were some nice sprites for what may have been a Baron Samedi pretender.
The other got posted in the Dom3Mods forums a couple days ago, and hasn't evolved beyond the initial pitch.
EDIT:
I found the thread for the first mod, but I haven't dug up the mod folder yet. If nothing else, I know I probably have a sprite folder on my computer at home I could post in ~10 hours.
http://forum.shrapnelgames.com/showthread.php?t=35180

> Frank and I are close to delivery on our LA extension mod, which will include Pythium, Serpent Cult; Machaka, Golden Kingdom and Helheim, Beyond the Pale Sea.
> Serpent Cult will get capital-only lamias modeled after the (much later, and Turkish, not Byzantine) sultanate of women. Point is, if you're serpent cult, you should get hot, capital-only snake women. Some of the lamias are armed with poison bows. The Varangian Guard will be sacred predator lizards in plate armor with tower shields - you are expected to wet yourself. Magic will be astral, water, death, nature and blood (note that this is EA Sauromatian magic, cutely enough.) Other than that you get pretty much the same stuff you get in Dom 2. Still picking magic and trying to decide which (if any, probably some of the lesser characters) of the snake women aren't capital only.
> Helheim, beyond the Pale Sea, has Machakans instead of serf warriors, and kleurlinge (mixed-race) units with glamour who are not sacred (except for the valkyries, who also turn into spiders now). Your helhirdings ride giant spiders (not black hunters, the regular spiders), and get spider armor. It's inspired by the Boer republics of South Africa. Death, nature, fire, air, blood and earth - in various combinations never rising above a 2 in any path, maybe 3 death (compare to T'ien Ch'i). Your kleurlinge sorceress is sacred, flies and has glamour but is otherwise similar to an existing black sorceress - kleurlinge sorcerers are stealthy assassins with bane-spider armaments and spider armor. You also get helkarls who ride on spiders, but only in your capital.
> Machaka, Golden Kingdom loses the Black Hunter spiders, but gets poisoned arrows, poisoned javelins, as well as bracers of protection on their elite units. Their most elite units are sacred magic beings with bracelets of protection who are otherwise naked - you get a group of national combat spells in conjuration that buff them by allowing spirits associated with one of the Orishas (divine beings who act as intermediaries between the people and the awakening God) to possess them. You can also summon people who are permanently posessed by each of the Orishas (unique by copystats), you get "Petro" (I need to check if this concept is exclusively Haitian) versions who are not demons and come out of blood magic. Yes I know that the Malinese were nominally muslim, and in any case are not the same as the Yoruba and bleah bleah. You keep the Sorcerer and the Witch Doctor, but they are sacred now (and marginally more expensive), and you get Houngan, who have one astral and a FEDN random, as well as a Medicine Men (capital only) who gets two astral, three 50% FEDN randoms and a 20% FEDSN random. You may also be able to summon Wakyambi (since those are cool) as well as undead blackhunters (maybe in psychedelic colors) whom the orisha-vessels *ride*.

EDIT 2:
Last edited by Avoraciopoctules on Tue May 01, 2012 5:05 pm, edited 3 times in total.
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koz
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Post by koz » Tue May 01, 2012 8:11 pm

I think I'll go with Frank's suggestion. Would doing something like making the Sorcerers and Sorceresses priests instead of the Ear, Eye etc. folks be as good as giving them better randoms? They'll probably still be build-anywhere, but I like the idea of having poison archers and chain mail guys, and the Black Sorcs being dead.
Everything I learned about DnD, I learned from Frank Trollman.

> Kaelik wrote:You are so full of Strawmen that I can only assume you actually shit actual straw.

> souran wrote:...uber, nerd-rage-inducing, minutia-devoted, pointless blithering shit.

> Schwarzkopf wrote:The Den, your one-stop shop for in-depth analysis of Dungeons & Dragons and distressingly credible threats of oral rape.

> DSM wrote:Apparently, The GM's Going To Punch You in Your Goddamned Face edition of D&D is getting more traction than I expected. Well, it beats playing 4th. Probably 5th, too.

> Frank Trollman wrote:Giving someone a mouth full of cock is a standard action.

> PoliteNewb wrote:If size means anything, it's what position you have to get in to give a BJ.

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Winnah
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Post by Winnah » Tue May 01, 2012 10:15 pm

Bane Spiders and Spider Warriors are pretty cool units. Unfortunately, they compete with the Black Sorcerer/sorceress and Black Hunters. You could probably buff up a Bane Spider by giving them limited magic access, similar to C'Tis's empoisoner.
Giving a poison archer elites spider armour could be thematic. It's very high protection though.
Adding some short range weaponry to compliment javelins and web spitting spiders would be nice. A net or bolus to entangle opponents with.
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