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Re: Nations that still need heroes
This is a fantastic mod. It formed the basis for my Epic Heroes Mod, which is designed to be played with Turin's Worthy Heroes. I stand on Turin's broad shoulders, so to speak.
Thank you again Turin. Your mod single handily took a great game to an even higher level of enjoyment. |
Re: Nations that still need heroes
So I have the fixed version ready, but I want to take some more time to test it and add some more heroes. Endoperez had some great ideas and with all the funky new mod commands there are lots of interesting heroes possible.
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Re: Nations that still need heroes
Uhh, I'd be quite interested in an intermediate release for 3.08 compatibility, as we're already using the mod in a MP game we're playing (NewDawn). I dunno if I'd appreciate two-headed, one-armed heroes or something like that. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Nations that still need heroes
I sort of like my 2 headed hero(double lightning helms) in my mp game!
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Re: Nations that still need heroes
Thanks for working on this again, Turin! Any chance for heroes with a "spawning" ability in the next version? Any chance on boosting the rather vanilla Eriu heroes? http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Nations that still need heroes
Just release the fixed mod for now, Turin. http://forum.shrapnelgames.com/images/smilies/happy.gif
It'll fix the heroes in the existing games. If you release the fully upgraded one later with the same version number, it'll just overwrite the old one and keep the games intact as long as everyone upgrades at the same time, since altering mods will change things on the fly as long as you just restart Dom3. If the only changes compared to the fixed version are additions of new heroes, it shouldn't even affect much of anything. |
Re: Nations that still need heroes
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Re: Nations that still need heroes
Well, since we're already running a game with the mod as I said, how much do I have to maim you to get the new release out within this week? Or can somebody just tell me which flags I have to change and how to accomodate the changes introduced by 3.08? Is it a search and replace job, or does it involve bitmasks (which still wouldn't be that hard to do if I'd knew what exactly has to be done)?
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Re: Nations that still need heroes
Did anyone get this to work with 3.08 yet?
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Re: Nations that still need heroes
Yeah, Turin did, but he keeps it to himself. http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Nations that still need heroes
Sorry for the long delay, I really wanted to include some of the epic hero mod heroes, but I donīt have the time for that in the near future. I just got around to finishing the tests for the fixed version.
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Re: Worthy Heroes Mod(Version 1.7!Now with less he
Good stuff, thanks Turin.
Here's a link to a zip for those who can't easily open a rar file: http://www.mediafire.com/?8wyds1tqlgg |
Re: Worthy Heroes Mod(Version 1.7!Now with less he
This was originally Frank's idea, by and by.
Unfortunately, I don't think you can make him mute. #name "Cannibal Mime" #descr "With the rise of the Goetia, the arts and culture of Marignon have descended into a horrible state of decay. This humble street performer, driven mad by poverty and hunger, began to silently feast on other artists when they succumbed to plague or ennui. His undead state has given his performances a fevered intensity, and now he is much favored by the decadent aristocracy. Not only does he continue his cannibalistic practices, he inspires others to join him." #copystats "Ghoul" #hp 12 #att 12 #def 12 #holy #magicskill 1 1 #magicskill 5 1 #magicskill 7 1 #magicskill 8 2 #fear 0 #stealthy 5 #end |
Re: Worthy Heroes Mod(Version 1.7!Now with less he
A thing I never fully understood in Dominions:
I started a mp gamere with Worthy Heroes Mod 1.6. If we all upgrade to wem1.7, will the already started game be upgraded with the new mod? Thanks |
Re: Worthy Heroes Mod(Version 1.7!Now with less he
No, it won't upgrade. You need to keep the old version of the mod in the mods folder so that it will be loaded.
The other option is for all of you to overwrite the contents of 1.6 with the contents of 1.7 EXCEPT the version number. That will change the already started game, since mods can be altered at will and the changes are instantaneous after restarting Dom3. |
Re: Worthy Heroes Mod(Version 1.7!Now with less he
A suggestion for MA Agartha...
Give them a hero based off of the LA Ktonian Necromancer. Think of him as a forerunner of the times to come. If I remember correctly, that Skull Staff only needs two death to build. With just one Ktonian Necromancer, I could bootstrap and TwiceBorn all my Oracles of the Ancients. There's quite a few advantages to that, though there are of course some tradeoffs. And I'm also that much closer to that battlefield spell that causes darkness. An invaluable combination. Also makes Revenants accessible. MA does have a little necromantic flavor going on, but its more about the golems, so I'd make this character singular, maybe a bit more magically powerful. Or, how about a Petrified Olm? This is an Olm that didn't survive long enough to become intelligent, but it certainly did become big before it died and turned to stone. Animated by the Golem Crafters of the Cult, it has lost any magic talents it once possessed. Especially fierce in combat, it is remarkably resilient, gaining greatly from the dominion bonus. Newly reanimated, it has trouble hitting things, but with time the Crafters become more adept at controlling it. Due to its great size, it hits with the force of a small mountain. |
ReBig Bug-problem with Hydra Hero
I am sorry to report a big problem with the Hydra Hero.
He appears to domsummon at a high rate cavalry units(monster number 20). I was play testing Ctis with Epic Heroes and Worthy heroes 1.7 when the Hydra appeared at the gate. Soon thereafter, large numbers of calvary began appearing. I moved my Epic Hero out of the province with all of the cavalry, and they continued to appear in the capital, where the Hydra was the only possible offender. Screen shot attached: http://img404.imageshack.us/img404/1...abugua9.th.jpg |
Re: ReBig Bug-problem with Hydra Hero
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Sorry about that, I made a typo and had domsummon 20 719 instead of the intended domsummon20 719. And there I thought I had tested all of the newly summoning critters.
Fixed Version is uploaded in the first post. If you are currently in a multiplayer game and want the fix as well, I think if all players overwrite their heroes1_7.dm with the one attached to this post it should update the game. I have never tried updating mods inbetween turns though, so make sure you have backups of the files before hosting. |
Re: worthy heroes mod version 1.4
You said before you would like someone to do graphics for the new heroes.
I'd like to volunteer. I'd just make minor changes so they look ever so slightly different from the base versions. I really like this mod so anything I can do to help, you know :] |
Re: worthy heroes mod version 1.4
Iīd be honored to have you working on the graphics sombre.
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Re: worthy heroes mod version 1.4
Does anyone know if this mod works for 3.10? Especially say if the new MA Tien Chi is being used.. if he gets a hero, will the game crash or something? Has anyone tried it?
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Re: worthy heroes mod version 1.4
If both the patch and the mod add heroes that would take the same slot, something strange might happen. Probably only one of the heroes would actually be used. I think only MA Mictlan is affected, though.
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