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Re: New Nation - The Shogun of the Dark
V1.3
New graphics for Bandit and Bandit Leader Geisha seduce bonus reduced slightly Douse bonus on Kolat Oyabun should now work. |
Re: New Nation - The Shogun of the Dark
I like the bandit graphics it really sets them apart from the original graphics!
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Re: New Nation - The Shogun of the Dark
Thanks Juzza,
Obviously I'm really only altering existing sprites to a greater or lesser degree depending on what I'm trying to achieve. I don't think I'm arty enough to create one from scratch though I'm getting good at changing colour schemes and altering stances and adding the odd thing in. Have you had much use of any of my heroes yet? Last few games I don't seem to have gotten one so I can't judge them yet. Also I noticed that my undead samurai are currently eating food, I thought the undead status tag would remove that but alas not. I will go through my creatures and make sure the ones that shouldn't be eating aren't and try update again in the next few days. |
Re: New Nation - The Shogun of the Dark
Oh so that's how you do it, well I do the same thing except, I also cut things from other sprites and put them on the thing I'm modifying, I did that for my Free Port mod.
All of my mercenaries were originally Ulm battle axe men, you should have a look because they turned out really well and I personally thing a planner look to the bandits, for instance a scale curus and leathery, plane boots and gloves. This is my Free Port mod, check out the sprites, most are just color change and other bits from other units, quite little is my handy work. http://www.shrapnelcommunity.com/thr...o=&fpart=1 |
Re: New Nation - The Shogun of the Dark
Can you put it in a zip so i can download it plz.
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Re: New Nation - The Shogun of the Dark
lol, classic mistake, since dominions is available on so many different operating systems zip is really the only universal compacting program, so upload all your files in zip so everyone can enjoy your hard work.
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Re: New Nation - The Shogun of the Dark
This may be a shot in the dark since the last post was over a year ago in this thread, but I got something to help with that maybe...
To the creator of this fun mod: Was it your intention to make the bandit leaders have magic abilities? I'm assuming no, since it makes them ridiculously more powerful than the high end mages and at quite a bargain to boot. ;) Now, if Spirokeat isn't around to answer and make the change, I tried myself looking in the DM to see if I could find what was wrong but couldn't. I'll copy/paste the code here for others to look at and see if it is something unintentionally coded or perhaps a conflict? Though if a conflict, why is everything else normal on the unit except for the magic abilities? I dunno, here is said code for Bandit Leader: #newmonster 2011 #spr1 "./shogun/banditleader1.tga" #spr2 "./shogun/banditleader2.tga" #name "Bandit Leader" #descr "Bandit leaders are lawless villains who live in the wilderness of Shinuyama and are controlled and influenced by the would be Shoguns of the Dark. Less well equiped than their counterparts in other clans they are under strict orders to leave the dead as they fall for reasons many do not wish to think about." #ap 12 #mapmove 2 #hp 15 #prot 0 #size 2 #str 10 #enc 1 #att 11 #def 10 #prec 11 #mr 10 #mor 12 #eyes 2 #gcost 60 #rcost 5 #itemslots 15494 #okleader #nametype 133 #armor "Chain Mail Cuirass" #armor "Iron Cap" #weapon "Chokuto longsword" #end I don't even see how this unit has magic, yet they do. |
Re: New Nation - The Shogun of the Dark
The problem is the monster number, there's been at least one patch since the mod was released and patches push back the numbers available for modding. Numbers for new monsters should START at 2200 now. So if you want to play the mod with proper stats on the units you will probably have to change quite a few numbers to get everything working as intended.
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Re: New Nation - The Shogun of the Dark
Thanks Rdonj, I'll try it. The odd thing is it's the ONLY unit in that mod that is funny like that. Thanks again
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