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-   -   Mod: Holy War 0.9 (http://forum.shrapnelgames.com/showthread.php?t=42638)

BandarLover April 16th, 2009 07:30 AM

Re: Holy War: Divine v0.5 - behold the glory of 28 holy sites!
 
minor bug report: in the Altar of Pain site, the zealot is a normal recruit troop, while the description makes it sound like he is a commander type? That, and he has inquisitor ability is what makes me believe he is suppose to be a commander. Just a heads up.

Love the mod too. Only found 2 of the holy sites so far but looking forward to finding more! :D

Burnsaber April 16th, 2009 07:59 AM

Re: Holy War: Divine v0.5 - behold the glory of 28 holy sites!
 
Quote:

Originally Posted by BandarLover (Post 686072)
minor bug report: in the Altar of Pain site, the zealot is a normal recruit troop, while the description makes it sound like he is a commander type? That, and he has inquisitor ability is what makes me believe he is suppose to be a commander. Just a heads up.

Love the mod too. Only found 2 of the holy sites so far but looking forward to finding more! :D

Yeah, Zealot is supposed to be a commander.

That's odd. The code appears to be right on the download. Have you patched to the newest Dom3 (3.23b) version?

It could be a bug relating to the #selectsite command, thought.

Code:

#selectsite 411
#name "Altar of Pain"
#path 8
#level 1
#loc 735
#rarity 0
#mon 217 (FLAGELLANT)
#mon 2970 (PENITENT)
#com 2980 (ZEALOT)
#incscale 0
#end


BandarLover April 16th, 2009 05:28 PM

Re: Holy War: Divine v0.5 - behold the glory of 28 holy sites!
 
Yeah, so I wasn't patched up :D

works fine now, sry for the false alarm

Burnsaber May 7th, 2009 02:36 PM

Re: Holy War 0.7 - Complete!
 
New version.

Holy War is now somewhat complete. I scrapped a lot of stufffrommy orginal vision, but I just noticed that there was no need for them. Holy War: Divine + Holy War: Sacreds & Priests give the effect I was going for.

I also fiddled the magic sites in Holy War: Divine, they're now somewhat less common (I restricted the terrains they can appear in). My testing showed a rate that about 10% of sites were holy.

If you want view the units recruitable from magic sites, just copy the following piece of code to the Holy War Divine.dm file and start a game with MA marignon (just remember to erase the code afterwards!)
Code:

#selectnation 32
#clearrec
#addrecunit 2950 (PILGRIM)
#addrecunit 2951 (TEMPLAR KNIGHT)
#addrecunit 2952 (CRUSADER)
#addrecunit 2953 (TEMPLAR)
#addrecunit 2957 (GoFF)
#addrecunit 2958 (GoFS)
#addrecunit 2959 (GoFT)
#addrecunit 2960 (GoFG)
#addrecunit 2961 (GoFWT)
#addrecunit 2963 (GoFTh)
#addrecunit 2964 (GoER)
#addrecunit 2965 (Pitchfork FOLLOWER)
#addrecunit 2966 (Torch FOLLOWER)
#addrecunit 2967 (BATTLE PILGRIM)
#addrecunit 2968 (WARRIOR MONK)
#addrecunit 2969 (SCOURGE)
#addrecunit 2970 (PENITENT TROOP)
#addrecunit 2971 (TOMB WARDEN)
#addrecunit 2972 (SLEEPER GUARD)
#addrecunit 2973 (HIGH GUARD)
#addrecunit 2974 (WAR CLERIC)
#addreccom 2954 (TEMPLAR MONK)
#addreccom 2955 (TEMPLAR ABBOT)
#addreccom 2956 (TEMPLAR COMMANDER)
#addreccom 2975 (MYSTIC)
#addreccom 2976 (ENLIGHTENED)
#addreccom 2977 (ASCENDED)
#addreccom 2978 (RABBLE ROUSER)
#addreccom 2979 (PREACHER)
#addreccom 2980 (ZEALOT)
#addreccom 2981 (PILGRIM WARRIOR SAINT)
#addreccom 2982 (WARRIOR PRIEST)
#addreccom 2983 (CHOIR ATTENDANT)
#addreccom 2984 (CHOIR MASTER)
#addreccom 2985 (PENITENT PRIEST)
#addreccom 2986 (ANOINTED MONK)
#addreccom 2987 (PRIEST)
#addreccom 2988 (SAINT RELIC)
#addreccom 2989 (HOLY TABLET)
#addreccom 2990 (MAN ON THE SILVER MOUNTAIN)
#end


llamabeast May 7th, 2009 02:45 PM

Re: Holy War 0.7 - Complete!
 
What is the thinking behind the changes to the costs of national sacreds?

(That's not implying I disagree, I haven't considered them, I'm just interested)

Burnsaber May 7th, 2009 02:52 PM

Re: Holy War 0.7 - Complete!
 
Quote:

Originally Posted by llamabeast (Post 689756)
What is the thinking behind the changes to the costs of national sacreds?

(That's not implying I disagree, I haven't considered them, I'm just interested)

Since the magic sites & divine spells make holy magic and sacred units more accessible -> bless stragedies become better.

To counteract, I've increased/decreased some sacred unit gold costs by 10% (from CBM pricing). The decrease is for those capital only sucky sacred no one ever uses.

Illuminated One May 8th, 2009 08:43 PM

Re: Holy War 0.7 - Complete!
 
Cool mod, I especially like it how every order has some reason to join the god.


Some things:

Warrior Monks have an incredible defence value (25) and 3 attacks. Is this intended? Seems really powerful even without a bless.

There are no women in there. I think a female order or saint wouldn't hurt.

The sacred statue has some typos.

Trumanator May 9th, 2009 01:08 AM

Re: Holy War 0.7 - Complete!
 
Completely irrelevant, but since this is done wouldn't it be 1.0 rather than .7?

Burnsaber May 9th, 2009 04:50 AM

Re: Holy War 0.7 - Complete!
 
Quote:

Originally Posted by Illuminated One (Post 689970)
Cool mod, I especially like it how every order has some reason to join the god.

Yeah, I paid extra attention to that. Glad to see that it paid of.

Quote:

Originally Posted by Illuminated One (Post 689970)
Warrior Monks have an incredible defence value (25) and 3 attacks. Is this intended? Seems really powerful even without a bless.

That's odd. At least on my end they have 17 (14 base + 3 from quaterstaff), as I intendend. Sounds like a mod conflict, you have any other mods on?
The warrior monks are melee monsters, but will fall quickly against archers and combat magic with their human hp's and zero prot. These guys also have troubles against high-prot units.

Quote:

Originally Posted by Illuminated One (Post 689970)
There are no women in there. I think a female order or saint wouldn't hurt.

Well, Guardians of the First Breath & Tear are female. Didn't really give much tought to to gender equality when making this, I have to admit. I don't really have the need for additional units & sites now, but I probably could make the new "priest" unit into "priestess". All of the sites don't actually give the vanilla priest, because that unit is 'disabled' in HW: Priests & Sacreds.

Quote:

Originally Posted by Illuminated One (Post 689970)
The sacred statue has some typos.

Thanks for mentioning. Assassinations are hard.. to spell right.


Quote:

Originally Posted by Trumanator (Post 690008)
Completely irrelevant, but since this is done wouldn't it be 1.0 rather than .7?

I won't be adding any new units, yeah, but there probably is a lot to tweak. Think of it as being in some sort schroedinger state of betaness.

Burnsaber May 16th, 2009 01:48 PM

Re: Holy War 0.8 - Minor update
 
Ok, minor bug fixing update in preparation of the Unsanity MP game.

Changes from 0.7 -> 0.8
- "new" unit: The priestess. It's a slightly better priest, available from numerous sites
- Unique recruitables (relic, tablet & man on the silver mountain) got free spawn and got description fixes.
- Slight nerf to warrior monks
- The 'disabling' of indy priests in Holy War: sacred & priest now actually works.


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