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-   -   Mod: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6 (http://forum.shrapnelgames.com/showthread.php?t=44932)

rdonj February 20th, 2010 07:40 AM

Re: Cinggis Qayan, Wrath of the Khans -- Update 2: Three Eras
 
The mongol mounted commander/hero kind of looks like it has the head of a gryphon. Basically, the mane comes out looking more like a tuft of feathers, and the mouth comes out looking like a beak... a little less so if I lean in right next to the monitor, but by and large it looks like a beak. Sorry :( The man looks fine though. If he were sitting on a standard dominions horse he'd probably look fine.

Globu February 20th, 2010 08:23 AM

Re: Cinggis Qayan, Wrath of the Khans -- Update 2: Three Eras
 
Quote:

Originally Posted by rdonj (Post 732571)
The mongol mounted commander/hero kind of looks like it has the head of a gryphon. Basically, the mane comes out looking more like a tuft of feathers, and the mouth comes out looking like a beak... a little less so if I lean in right next to the monitor, but by and large it looks like a beak. Sorry :( The man looks fine though. If he were sitting on a standard dominions horse he'd probably look fine.

Agh! That stupid horse. First a cow head, now a griffon. That's IT.

That'll learn him.

I'll get back to the drawing board on his head tomorrow. :D

rdonj February 20th, 2010 09:01 AM

Re: Cinggis Qayan, Wrath of the Khans -- Update 2: Three Eras
 
lol :)

Humakty February 20th, 2010 09:40 AM

Re: Cinggis Qayan, Wrath of the Khans -- Update 2: Three Eras
 
MA (house) and EA versions of the mod don't launch.
For MA, its two commanders sharing same ID : "Servant of Manzan Gurme Toodei" and "Servant of Gazar Eej"
There is a site problem in EA, but I haven't search for it. Cuz I'm lazy...
AHAH ! Got it, site 805 has no #end command

kennydicke February 20th, 2010 10:26 AM

Re: Cinggis Qayan, Wrath of the Khans -- Update 2: Three Eras
 
Humakty, sorry I didn't have long to work on the mod, and kind of uploaded WIP versions; I will correct this... Thanks!

Quote:

MA (house) and EA versions of the mod don't launch.
House version was not supposed to be shared and contains my original version. EA version launched on mine, didn't test it thoroughly though. :(

Quote:

For MA, its two commanders sharing same ID : "Servant of Manzan Gurme Toodei" and "Servant of Gazar Eej"
This isn't so in the version I meant to upload. :(

Quote:

There is a site problem in EA, but I haven't search for it. Cuz I'm lazy... AHAH ! Got it, site 805 has no #end command
Thanks! My bro noticed the same thing; I hadn't noticed myself... strange that I wasn't getting any errors. I'll upload a fixed version ASAP. :)
Edit: Accidentally overwrote the #end tag when I added recruitables to "death-hall" startsite.

Side note: I'm working on magicboost combos for the randoms; I think that will come out closer to my intentions.

:) Thank you for continuing to test them out guys; I'm a little reticent to play them myself.

Globu February 20th, 2010 06:22 PM

Re: Cinggis Qayan, Wrath of the Khans -- Update 2: Three Eras
 
Quote:

Originally Posted by rdonj (Post 732571)
The mongol mounted commander/hero kind of looks like it has the head of a gryphon. Basically, the mane comes out looking more like a tuft of feathers, and the mouth comes out looking like a beak... a little less so if I lean in right next to the monitor, but by and large it looks like a beak. Sorry :( The man looks fine though. If he were sitting on a standard dominions horse he'd probably look fine.

Little bit better now? Or still not suggestive enough of a horse head?

http://forum.shrapnelgames.com/album...&pictureid=369

As a side note, you reminded me that I sort of cringe every time I see a griffon in-game. They could definitely use an update. For my own use, I'm slowly converting an Imperial Griffon into a replacement sprite I can release later if anyone would like.

Hey, as a matter of fact, would you want to use captured griffon cavalry of some sort (summon or whatever) for one of your Mongol nation ages?

rdonj February 20th, 2010 06:54 PM

Re: Cinggis Qayan, Wrath of the Khans -- Update 3: Three Eras
 
Yes, it is better now. It still bears a certain resemblance to a certain winged beast though. Suggestion - the lighter-colored tip of the mouth is a good idea, but I'm not sure it will quite work out. It makes the unit look a LOT different. So, try it with a completely brown mouth and see how you like it.

Globu February 22nd, 2010 04:37 AM

Re: Cinggis Qayan, Wrath of the Khans -- Update 3: Three Eras
 
Spritework update.

Archers, Female Mage/Priestess (possible Servant of Tengri or one of the other minor deities in the pantheon, depending on kennydicke's discretion) and Mounted Commander/Hero provisionally complete, and can be seen here:

Display 1 (male archer and mounted commander/hero)
In-Game Scene
Display 2 (female archers and mage/priestess)

(Thanks again, rdonj, for pointing out the visual glitch with the horse's muzzle.)

Criticism, suggestions and general feedback welcome.

Thank you for your cooperation.

Globu March 3rd, 2010 07:03 AM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 4.2
 
While I did promise not to pipe up every time I finally finished a sprite, I thought it would be worthwhile to nudge the thread to show signs of life.

Now for a monster of a sprite: the Mongolian Mammoth. (Ancient mammoth? Siberian Mammoth?)

Mammoth Pics

Oh, and the replacement image for the now-defunct link (Display 1) in my previous post can be seen here:

Display 1 (male archer and mounted commander/hero)

Siberian Tiger is next. After that, I'll start on the cavalry, which I've sort of been subconsciously avoiding for some reason.

Radio_Star March 12th, 2010 12:14 PM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5
 
The mounted commander looks good, but almost seems too .. busy? It's very detailed, but I sort of lose the overall feel when looking at it.

The archer, particularly the attack sprite, is just darn awesome.

Radio_Star March 12th, 2010 03:11 PM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5
 
I've been following the progress of this mod for awhile now and have some feedback.

Tenger (Hero) has 7A. Seems pretty high?

Shudkers in PD have no leaders and rout.

The description for the spell Kharash cuts off.

MA starts with too large a gem income.

MA Ugadans are not priests, but seem like they should be?

Khan cannot summon allies like I think he's supposed (#makemonster2 "Kheshig") to? Also, Erlik displays strange behavior with his domsummons. When in normal form, he domsummons soulless and everything's fine. In bear form, he domsummons spirits and a non-leader Grigori that's inactive in combat? It also generates multiple "The Grigori has disappeared in a puff of smoke" messages. Khan pretender also only summons 1 of the two listed domsummons. I don't think you can have more than one domsummon with the same value.

EA suffers heavily from having both domkill and domturmoil. I really don't think they're powerful enough to justify both, particularly the turmoil.

Summon Shudkher is wickedly broken. 10 slaves is a steal just for 5 RP. While you have to pay upkeep on it, it's a better deal than a lot of your other mages, depending on the era. Of course, you also get an 80% shot at a B3 mage, a 40% shot at a D3 and a one in three chance of a B3D3. As for the 10% that come out as total whittles? Well, someone has to lead the dozen kickarse Sholmoses you get as part of the deal. The spell would be a deal at probably three times the price and should also probably have a research level increase since you're getting a nice mage commander along with the troops.



All in all, it's a really fun mod. I've been enjoying the horse-horde feel and think that there's a ton of goodness already present with more to come. Great work.

Globu March 12th, 2010 05:59 PM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5
 
Quote:

Originally Posted by Radio_Star (Post 735325)
The mounted commander looks good, but almost seems too .. busy? It's very detailed, but I sort of lose the overall feel when looking at it.

The archer, particularly the attack sprite, is just darn awesome.

I was afraid that might be the case. Is there any particular spot on it that throws off your eye, so to speak? Is it still a bit too bright? I have some thoughts, but they're compromised by overfamiliarity with it, and so a second eye is very helpful.

Thanks for the feedback, Radio_Star. Much appreciated, as I'm still trying to fine-tune my sprite-making/converting.

Radio_Star March 12th, 2010 07:19 PM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5
 
The texturing on the horse's head throws me a little, but I think it's mostly the uninteded circle on the rider, bounded near the top by the buckler, running counter-clockwise just over the rider's boot, continuing through the texture on the fabric until meeting back up just over the buckler. Maybe now that I've stared at it a little I'm being oversensitive, but that circle really does just yank my eye.

Globu March 12th, 2010 11:29 PM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5
 
Thanks for pointing those problems out, Radio_Star, and I forgot to mention, thanks for the compliment on the archers. I totally see what you mean about the circle -- hopefully a better buckler and some improved definition will break that circle's profile a bit.

I've worked on it a bit and put it in my album, but I'll keep further nitty-gritty questions on it to PM.

Redeyes March 13th, 2010 12:12 AM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5
 
Quote:

Originally Posted by Radio_Star (Post 735341)
Tenger (Hero) has 7A. Seems pretty high?

Air has the path-number one, so I guess the idea was to give Tenger 1 of path number 7?
I believe that's blood, but I am working from memory...

I am a fan of your ideas Kennydicke and I will definitely take a closer look very soon :)

kennydicke March 13th, 2010 08:01 AM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5
 
Hail,

Globu
Quote:

Now for a monster of a sprite: the Mongolian Mammoth. (Ancient mammoth? Siberian Mammoth?)
While a mammoth might be a slightly better choice for the relative area, I chose to go with Mastodons - an animal uncovered in vanilla. Thanks for the sprite - I dig it! :up:


Radio_Star
Quote:

The archer, particularly the attack sprite, is just darn awesome.
I agree; Globu outdid himself there. :clap:

Quote:

I've been following the progress of this mod for awhile now and have some feedback.
Thank you! :)

Quote:

Tenger (Hero) has 7A. Seems pretty high?
I forgot the boost variable :doh: - was supposed to be 3 - fixed.

Quote:

Shudkers in PD have no leaders and rout.
Oops, forgot to add death mage to PD :doh: - fixed.

Quote:

The description for the spell Kharash cuts off.
Fixed.

Quote:

MA starts with too large a gem income.
A holdover from spell testing - fixed.

Quote:

MA Ugadans are not priests, but seem like they should be?
I removed holy magic from them awhile back, I had meant to make them priestesses again :doh: - fixed.

Quote:

Khan cannot summon allies like I think he's supposed (#makemonster2 "Kheshig") to?
He used to, but now he won't - removed.

Quote:

Also, Erlik displays strange behavior with his domsummons. When in normal form, he domsummons soulless and everything's fine. In bear form, he domsummons spirits and a non-leader Grigori that's inactive in combat? It also generates multiple "The Grigori has disappeared in a puff of smoke" messages.
I woefully under-tested EA, sorry - fixed.

Quote:

Khan pretender also only summons 1 of the two listed domsummons. I don't think you can have more than one domsummon with the same value.
It seemed like it worked before, but it definitely doesn't work now - fixed.

Quote:

EA suffers heavily from having both domkill and domturmoil. I really don't think they're powerful enough to justify both, particularly the turmoil.
Agreed; they were more for flavor than anything - removed.

Quote:

Summon Shudkher is wickedly broken.
Upon further testing - agreed.

Quote:

10 slaves is a steal just for 5 RP. While you have to pay upkeep on it, it's a better deal than a lot of your other mages, depending on the era. Of course, you also get an 80% shot at a B3 mage, a 40% shot at a D3 and a one in three chance of a B3D3. As for the 10% that come out as total whittles? Well, someone has to lead the dozen kickarse Sholmoses you get as part of the deal. The spell would be a deal at probably three times the price and should also probably have a research level increase since you're getting a nice mage commander along with the troops.
Feedback reviewed, assimilated, and regurgitated - changes made.

Quote:

All in all, it's a really fun mod. I've been enjoying the horse-horde feel and think that there's a ton of goodness already present with more to come. Great work.
Thank you very much! :)


Redeyes
Quote:

Air has the path-number one, so I guess the idea was to give Tenger 1 of path number 7?
It was supposed to be A3 - a coding mistake on my part. I rush myself too much, and get sidetracked. :(

Quote:

I am a fan of your ideas Kennydicke and I will definitely take a closer look very soon
Thank you very much, too! :)


I'll upload the updated/fixed mod immediately after this post. :)

Later

kennydicke March 19th, 2010 12:25 PM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5.2
 
Arrrgh!

Having trouble with two new units: 'Khadny Mangaa' and 'Arvan Tavan'. I wanted to make them heroes, but they seem too strong as they're both SCs. Anybody think otherwise?

For now, they're both in the mod but disabled.

I don't want to make any new spells unless it's necessary. As it is, I'll probably have to split the EA off into a separate mod to help with spell slot compatibility.

mehrunes_dagon March 21st, 2010 05:04 AM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5.2
 
due to bug in "Summon Burkhan" spell description, the spell shows up in spell list but is uncastable

pathline 1 num

must be added, for the spell to work

kennydicke March 21st, 2010 05:25 AM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5.2
 
Thanks mehrunes_dagon, I fixed it. Forgot to give a pathlevel when I added the second path.

I also removed all the extraneous sprites from the archives.

Radio_Star March 21st, 2010 12:36 PM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5.2
 
Summons for chotgor and abaasy require air magic, but this is not displayed.

Amurs only have a bite attack. I thought I remembered reading somewhere that they were supposed to have a leap attack?

Having mapmove 4 troops without a real mapmove 4 leader seems a bit .. frustrating? Consider increasing manghit udagans to mm4 or reducing scouts.

There's a 2nd manghit recruitable in MA which is recruit anywhere.

Call of the mastodon is scary. It scales at +2 summons per level, but even at +0, 4 of those monsters appearing on the flanks for 1 gem is frightening. I'd suggest maybe 2 summons for 1 gem and +1 per level?

Shudkhers have 23 natural prot.

Genghis pretender not summoning troops.

kennydicke March 30th, 2010 06:36 AM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
 
Radio_Star

Quote:

Summons for chotgor and abaasy require air magic, but this is not displayed.

Amurs only have a bite attack. I thought I remembered reading somewhere that they were supposed to have a leap attack?

Having mapmove 4 troops without a real mapmove 4 leader seems a bit .. frustrating? Consider increasing manghit udagans to mm4 or reducing scouts.

There's a 2nd manghit recruitable in MA which is recruit anywhere.

Call of the mastodon is scary. It scales at +2 summons per level, but even at +0, 4 of those monsters appearing on the flanks for 1 gem is frightening. I'd suggest maybe 2 summons for 1 gem and +1 per level?

Shudkhers have 23 natural prot.

Genghis pretender not summoning troops.
Thanks, I fixed them all in one way or another. Rebalanced the units, too.

Radio_Star April 2nd, 2010 10:53 AM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
 
Tarkhans have a flaming bow.

Nokud bowman have no bows.

Chariots have no bows.

Light cav have a 1-shot lance and no sword.

kennydicke April 2nd, 2010 01:08 PM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
 
Radio_Star
Quote:

Tarkhans have a flaming bow.
I know, ala AoE2. ;) I can change it back if you don't like it...

Quote:

Nokud bowman have no bows.
Chariots have no bows.
Oops, somehow I changed the name of "Long Bow" to "Longbow" - I don't remember doing this.

Quote:

Light cav have a 1-shot lance and no sword.
My bad, they were meant to have a 'light lance'.

I'll re-post, post-haste.


EDIT: Done.

Radio_Star April 2nd, 2010 02:06 PM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
 
What I mean about the Tarkhans is that they alone among the commanders have a flaming bow. It seems like Khans, at the least, should also have them.

kennydicke April 2nd, 2010 02:13 PM

Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
 
Radio_Star
Quote:

What I mean about the Tarkhans is that they alone among the commanders have a flaming bow. It seems like Khans, at the least, should also have them.
Ah, now I see what you mean. Well, it was my feeble attempt to give a reason to actually recruit the Tarkhan over another non-mage commander. I'll consider changing this in a later update though, thanks.

Btw, I gave an interesting (maybe) reply to your PM.


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