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Re: Ul'Darath, The Great City. City of Dwarfs, Humans, and Giants.
Fixed a few things, added a few things...
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Re: Ul'Darath, The Great City. City of Dwarfs, Humans, and Giants.
found spell bug: "Awaken Ancient Adviser" awakens monster no. 2727 who happens to be "Ancient Queen". Same problem with spell "Awaken Ancient Queen"
also had minor problems startin game, suggest change in spell descriptions Under OS that distinguishes cases, 3 files are not recognized: /Ul'DarathLApics/Ul'Darathbanner.tga - needs point between / and U ./Ul'DarathLApics/darathichanged.tga ./Ul'DarathLApics/darathichanged2.tga - case mismatch Also i suggest change in spell descriptions ... caster is able to awaken the great Queen of an ancient area from his resting place... should be 'her' instead of 'his' "Create Craven army": description mentions one warrior, while spell creates 20 The whole thing looks interesting, i will probably playtest it PS #ambidetrous directive in hero description is misspelled #ambidextrous? |
Re: Ul'Darath, The Great City. City of Dwarfs, Humans, and Giants.
dwarven smith are ACELENT earth mage? is that kind of slang or misspelled EXCELLENT?
and local defense is very weak compared to most vanilla nations, is that intended? |
Re: Ul'Darath, The Great City. City of Dwarfs, Humans, and Giants.
Haha, thanks, I imagine there are a lot of spelling mistakes. The defense isn't suppose to be weak, should I increase the numbers or change the units? Or there might just be a mistake in how I put the defense in.
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Re: Ul'Darath, The Great City. City of Dwarfs, Humans, and Giants.
i did not calculate local defense strength, this is just my intuition
i suggest that you add some firepower (crossbows) You may consult someone else's mod such as Warhammer dwarf mod |
Re: Ul'Darath, The Great City. City of Dwarfs, Humans, and Giants.
I thought that I did, I tried to set it up so it is Dwarf Militia and Dwarf Crossbows. But the Crossbows are not showing up...
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Re: Ul'Darath, The Great City. City of Dwarfs, Humans, and Giants.
I fixed it, I changed the numbers around, and now it works, there will be a 3 to 1 Militia to crossbow ratio. I think that will make a decent defence.
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Re: Ul'Darath, The Great City. City of Dwarfs, Humans, and Giants.
now some after-action report
put the mod into middle-era with mod-combiner, played against mighty AI took undead titan with 9w-4e-4d-5n bless. Slowly killed Marignon with 4n bless; cast gift-of-health; researched evocation-6 and construction-4; was researching conjuration and carefully helping Vanheim beat Abysia. Vanheim took Abysia capital, found out that he was much stronger than me, and started killing me. I could not summon or hire enough mages, Vanheim had order-misfortune-productivity dominion, lots of territory and castles, so i surrended Ul'Darath seems playable, probably has big potential late-game. Early-game, sacred commanders (Justicar and Priest King) fight independents, dwarven healers heal, and dwarven smith forge artifacts. The fun stops when opponents hire big armies or learn some offensive magic. Unfortunately Vanheim prevented me from entering late-game. But i am sure Ul'Darath needs lots of research and resources, to be really dangerous. To be competetive and interesting-to-play, Ul'Darath needs more summons or special magic. Maybe some Hinnom giants or angelic beings? |
Re: Ul'Darath, The Great City. City of Dwarfs, Humans, and Giants.
I was thinking something like that. I was thinking of some kind of Ethereal version of the Dawn Guard, to be summoned. Also, I was thinking of creating more offencive magic to take advantage of the astral and death magic which they excel. The Archmages are so powerful, I hate to make them cheaper, so I think I should create more spells for them to use. And some kind of nature summons for the mystics to use, not sure on that one yet...
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Re: Ul'Darath, The Great City. City of Dwarfs, Humans, and Giants.
I created the EA version of the Mod and it gave me some ideas for some more summons. I might add a few more later.
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