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Re: EA Alchera: Aborigine and Maori-inspired Nation
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I've got a lot of revisions &c to do for that, but I figure I should be able to take a little time to fix things and finally add "Summon Taniwha" to the mod in the next day or two. Thanks for the encouragement! |
Re: EA Alchera: Aborigine and Maori-inspired Nation
Goodluck with everything :)!
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Re: EA Alchera: Aborigine and Maori-inspired Nation
Version 1.6 is up, including (at long last!) the Taniwha. Since Taniwha are specific to certain bodies of water, I gave it 0 map move, but it should still be useful: it's a physically powerful, regenerating commander with 3-4 water magic ( 33% have 4), the ability to call sharks (as an action - they can be taken out of the province), and it's only 15 gems. In mythic and aesthetic terms, I focused on the sharklike rather than lizardlike aspects of how Taniwha are described, and ignored the tradition of Taniwha as shapeshifters who sometimes took human wives (having already incorporated the "wereshark" into the Tangaroa Tohunga).
It is, however, Enchantment 6 and requires a water mage-priest (e.g., Tangaroa Tohunga only in EA), and can only be cast underwater. I decided that, partially to avoid overloading the Conjuration school, "summons" that represent one of the Maohi spirits granting the caster the loyalty of creatures that are "already there" would be Enchantment. For similar reasons, Call Mimis is now Enchantment. What time I have to spend modding, I'm going to focus on MA Alchera. I really want to complete the "trilogy," so this is a "semi-final" version of EA Alchera. I'd like to add more heroes, and maybe even another pretender, but I consider this version to (finally) be "complete." |
Re: EA Alchera: Aborigine and Maori-inspired Nation
v1.65 is up - the big thing here is that the mod is now CBM compatible, which was a pain, but worth it
I tries to find an inherently lucky (only) monster to copy for Maui, but I couldn't find any that were lucky at all (not Fortune Tellers - that ability is labeled "Luck" in the database). thanks, everyone, and have fun! |
Re: EA Alchera: Aborigine and Maori-inspired Nation
I don't think that there are any which are lucky. I was a bit surprised to see discussion of lucky units here.
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Re: EA Alchera: Aborigine and Maori-inspired Nation
Well, I accidentally broke the mod w/ 1.65 - fixed, now
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Re: EA Alchera: Aborigine and Maori-inspired Nation
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Re: EA Alchera: Aborigine and Maori-inspired Nation
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Hi,
I've been trying for some time now but this mod always crashes DOM3. All goes well until the point where I have to chose the Era. When I try to select a nation, the game crashes. No other mods are active. I'm running Dom3 on a mac G5, but so far din't have issues with other mods. I put a log file in attachment. |
Re: EA Alchera: Aborigine and Maori-inspired Nation
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Re: EA Alchera: Aborigine and Maori-inspired Nation
No, sorry. I would expect Mac to have the same needs as Linux with regards to forward slashes, I can't think what else might be an issue. Then again I'm no Mac expert.
Greywulf, it would be helpful if you could post the error message. In order to actually see the message you may need to run dom3 from the terminal. |
Re: EA Alchera: Aborigine and Maori-inspired Nation
i used the console.
Jul 14 19:06:07 greywulf-imac-g5 [0x0-0x2c02c].Dominions3[202]: myloadmalloc: can't open /Users/greywulf/dominions3/mods/.\alchera\flag.tga hope this helps. thanks for looking into this :-) |
Re: EA Alchera: Aborigine and Maori-inspired Nation
Actually, i tried it myself.
just change #flag "\alchera\flag.tga" into #flag "./alchera/flag.tga" and problem solved! |
Re: EA Alchera: Aborigine and Maori-inspired Nation
Aaaargh!:banghead:
I thought I'd fixed all of those. My apologies for my absentmindedness, Microsoft's existence, and Bill Gates' ugly glasses. Well, now that you've got it working, let me know what you think (please!). |
Re: EA Alchera: Aborigine and Maori-inspired Nation
While nagging Sombre to work on his Warhammer Empire mod, I thought I'd resurrect this thread to see if Vanishag might be able to tell us of any more plans to make a Middle Age version of this most excellent mod. Guess I'm feeling quite naggy today.
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Re: EA Alchera: Aborigine and Maori-inspired Nation
Now that my "playtest" of Alchera in Tourmaline is over, Alchera 2.0 should be out soon, with many tweaks and fixes, but no radical changes in "feel." The edits are mostly done, but I haven't had time to complete &test them. Also, there are a few miscolored pixels hiding in the art that I need to ferret out.
The MA version of the nation, Aotearoa, is also underway - partially coded, but I haven't worke on the new art at all yet. It'll probably be my winter holiday of-your-choice (Xmas, Hanukkaah, Quanzaa, Yule, Solstace etc.) gift to all of you. I'll go ahead and make a placeholder for it next. Thanks, BandarLover, for checking up on me. Notable changes in Alchera 2.0: * Fort types will be changed to cheaper ones (with low admin and low to very low defense values) * Dreamhunter will be a little cheaper, and not suffer from old age until in play for 1 year, but have weaker magic and a weaker shield * the Great Dreamer and the Dreamtime Sage will be differentiated to a greater degree * Dreamtime Warriors will (probably) have a higher gold and/or research cost * Dreamwalkers may get a better attack * unit names may be changed so that fewer of them have "dream' in the name - it gets confusing * Tohungas will no longer have a chance of sufering from old age * Bunyips will be cheaper * and many other small tweaks |
Re: EA Alchera: Aborigine and Maori-inspired Nation
Well, I hope that me and statttis provided you with a good playtest for your nation. As far as my own thoughts, I will admit that Alchera's sacreds aren't as badass as I thought they would be, though I maintain that your bless was a little odd. Less old age would also be good. I seem to recall that you were worried that mage assassins like the dreamhunters would be OPed, but as you probably noticed, assassins aren't really all that. I will readily admit though that TK and Ogres aren't really prime assassin targets.
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Re: EA Alchera: Aborigine and Maori-inspired Nation
Speaking of Tourmaline, I seem to recall a promise of an AAR that I was looking forward to ;). I'm glad you decided not to raise the price on dreamhunters as you were originally looking at. After alchera's baptism by fire in that game, I think you'll have a much better sense of balance for the future. Alchera is certainly an interesting mod nation and I'm looking forward to seeing how your new one develops.
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Re: Alchera - now ver. 2.0!
The revised Alchera's online - next thing is the AAR
Thanks to everyone in Tourmaline for the test! |
Re: EA Alchera - now ver. 2.0!
Sweet :)
You're welcome. |
Re: EA Alchera - now ver. 2.0!
Yeah, you put up a good fight, and gave the Ogres what for! I still think that you took a bizarre bless for your sacreds though, E9W9 would've raped.
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Re: EA Alchera - now ver. 2.0!
You're right - the reason was to allow for casting "the wrath of tawhiri" - casts storm, then the continuous random lightning (storm only) spell, then kills caster
...but, as I discovered casting shock wave, 75% ligntning resistance isn't good enough for units with "human" HP - it really needs to be 100%, so even if I'd researched far enough, I still would have been killing my own sacreds. |
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