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Re: Discworld MA mod
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Re: Discworld MA mod
Not done much modding lately due to discovering Bioshock but still I have been slowly working on sprite mods and decided on a colour scheme of green and blue. Anyway I have come up with a thematic replacement for the High Priest the missionary armed with the deadly weapons of the leaflet and the the incredibly strong shoe that stops the door closing (or in dominions terms a H1 priest with the inquisitor ability :)).
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Re: Discworld MA mod
This sounds like a lot of fun. I will be following this thread hoping that you find the time to work on the mod! I'll chip in with ideas if any come to me.
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Re: Discworld MA mod
Ankh-Morpork priests could have very diverse randoms to reflect the enormous number of gods in the city's temples. Either 100% for +1 in (almost?) any path or, maybe more entertainingly, a small chance at +1 in (almost?) every path. Also, Any Unseen University wizards should have at least 1F, as the ability to chuck a fireball is pretty much standard.
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Re: Discworld MA mod
Um, if you do a Ramtops nation maybe include time monks. Also I think there should be new doom horrors included, also for nerfing Wizards could have horror marks. Also could it be possible to randomly change magic paths and names of the wizards?
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Re: Discworld MA mod
I 99% sure it is basically impossible to mod in new doom horrors that would work the same way as current doom horrors. You could make them and not care that they function differently I suppose, but dominions-wise at least that would be fairly unthematic. I couldn't say as regards discworld though.
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Re: Discworld MA mod Version 0.1 released for play testing
Version 0.1 is available for release and would greatly appreciate it if you can report any problems or suggestions you have and I will attempt to implement them
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Re: Discworld MA mod Version 0.1 released for play testing
- The .zip file is a bit confusing. Usually modders release the files without putting files in a separate folder. I's simpler when you just unzip the contents to the mod file. Now you have to dig the files out from the "Discworld Mod" folder.
- About the graphics. The very light green is a bit of eyesore, any way to make it just a tad darker? Also, many sprites have very dark pixels around them, creating an outline (remember that only exactly black pixels are "backround". To eliminate these, the simplest way is to select the "select by color" tool (remember to set it to 0 so that it only selec pixels that are exactly the same color). After that, click on the blackround and you will see the offending pixels. In general, these sprites are good for an first attempt, but there is some leeway for improvement. I'll comment units here: 1) Watchman - His lef shoulder look a bit non-existing. Adding some pixels there could help 2) Crossbowman - Where is his crossbow? You could also outline his left arm, since it overlaps wih his body and green is a bit hard to make out from green. Also the purple stockings are a bit rebundant. The boots are enough of an accessory. 3) Longbowman - There's a broken pink pixel in the shadow. I'd also suggest to amking his belt leather brown instead of light blue (i would sand out more then). If you are aiming for a green/blue color combination in general, I'd suggest going more into it. Perhaps make the trousers entirely blue? 4) Swordsman - His shield could use some outlining. It's bit hard to spot neon green objects on a neon green backround. Gold is good for this kind of outlining (see my breton mod for examples). 5) Dwarf - Beard? 6) Troll - Shadow has a lot of broken pink pixels 7) Lord - Whoa, this guy is quite neon. Perhaps darken him up a bit? The horse armor could use some shading. 8) Witch - Shadow has a lot of broken pink pixels - The infantry seems good. Very good. All of them (even the archers!) have Principe-level stats (which is very good infantry), but are cheaper, have lower encumberance -> all round better. I'd suggest upping their gold cost by 2-3 and reducing att & def to 11. Eleven in att & def is still pretty elite and they'd be on about par with Principes then. -I lol'd at wizards for their gluttony trait. Well done, sir. But why do they get Death magic? Some Typoes. - There's a "/rquote" in the nation description - "gramted" in Thief description - Swordsmen have a lot of "/quotes" - Dwarf and troll descriptions start with "/lang" Sorry if I sound a bit critical, these things just stood out for me. |
Re: Discworld MA mod Version 0.1 released for play testing
The venom green is indeed making the knights and the other unit way too colorful.
As for Rincewind, I'd suggest that you give him the onebattlespell "cast returning", spell number 54, which is the same effect that the Armor of Virtue is using. |
Re: Discworld MA mod Version 0.1 released for play testing
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