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-   -   Mod: New Nation: Travelers (http://forum.shrapnelgames.com/showthread.php?t=37327)

Aezeal September 28th, 2008 04:49 AM

Re: New Nation: Travelers
 
Well you can change the overall image too of course.. I agree with Honey that your sprite work is great and it wouldn't hurt to show it :D

HoneyBadger September 28th, 2008 12:47 PM

Re: New Nation: Travelers
 
I like them a lot, Amos. Maybe if you shared them with a wider audience, you might feel better about them, once you got feedback.

Aezeal September 28th, 2008 01:36 PM

Re: New Nation: Travelers
 
Only thing is this is again a freespawn nation if I put it in dom 3000 that will be the 3th (of total 7 then) with freespawn.. quite a diffent balance than the vanilla game.

I don't see why this nation couldn't have recruitables though I love the graphics and the general idea behind this nation but I've difficulty fitting it in dom 3000 directly.

Why aren't the followers of Ka sacred btw? Seems like it might be a thing for them.

Amos September 28th, 2008 06:53 PM

Re: New Nation: Travelers
 
Quote:

Why aren't the followers of Ka sacred btw? Seems like it might be a thing for them.
I didn't want to make another "all holy" nation. The Travelers religion, if you can call it that, is working on a different dynamics (they are completely alien).


I've finished the basic structure for my new mod- "Dreamers" (Theran empire EA), and have all of the summons sprites ready. I'll probably release it when I have the summons integrated and all the descriptions done.

Trumanator June 27th, 2009 02:28 PM

Re: New Nation: Travelers
 
Just wanted to say that I think this is a really cool mod! Also, I was wondering if this mod increases the chances for indies to have special commanders? I was just playing a game with this mod and CBM 1.5 and was finding troll kings, sorceresses, etc. in indy provs, with gems and items.

Also, does your dominion spread normally? It seems like it doesn't.

Amos July 4th, 2009 09:01 AM

Re: New Nation: Travelers
 
I'm sorry. I haven't touched this mod in a while. So, I have no idea how the fix of the "immortal bug" affected this nation.

Quote:

Also, I was wondering if this mod increases the chances for indies to have special commanders?
No it doesn't.

Quote:

Also, does your dominion spread normally? It seems like it doesn't.
I think there are positive modifiers to the dominion spread in this mod, but I'm not sure. As I remember it, this nation is very dominion dependent. So, it's entirely possible that they get some boost in that area.

Burnsaber July 5th, 2009 07:54 AM

Re: New Nation: Travelers
 
Quote:

Originally Posted by Amos (Post 699637)
I'm sorry. I haven't touched this mod in a while. So, I have no idea how the fix of the "immortal bug" affected this nation.

What bug? I can't recall any bugs about the immortal tag.

Fate July 5th, 2009 10:52 AM

Re: New Nation: Travelers
 
Diseased immortal units used to die permanently. Most of the Traveler's immortal units are quite old.


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