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Re: Mod in Progress: Holy War
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I'll have to be alot more conservative with spells in this mod. Shame, really. I had this cool flagnellation spell thought out for Blood. It would have given awesome buffs, but forced a lot mr-easily-negates affliction checks. It would have require like 6-7 spell slots thought, so it's a "no can do" at the moment. Quote:
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Re: Mod in Progress: Holy War
Now that Divine is sort of done, I've moved my efforts to the Priests. I'll probably start with the graphical works, since Divine was mostly code typing. I thought that I might just as well do graphics for the guys I'm going to add as magic site recruitables (I really don't like that most holy sites just give some random gem, they should do holy stuff).
So I did a bit of brainstorming and here's the results. Feel free to comment and contribute your ideas. Independents: Templars: Hoburg Milita 483/ Pilgrim - cheap, militia grade unit with a bit higher morale, afflictions Burgmeister Guard 271/ Templar Knight - Sacred Knights Hoburg Crossbows 273/ Templars - Sacred elite heavy infantry Hog Knight 1196/ Crusader - very elite but expensive sacreds, also a commander!! com Hoburg Champion 272/ Templar Commander, sacred thug Hoburg Priest 1195/ Warrior Monk, H1 Horticulturist 1198/Templar Abbot H2 - expensive, old Units from holy sites: - the 8 crosspath guys - Follower - cheap religious minded troops - Pilgrims - Warrior Monks - sacreds, high def & att, but extremely vulnerable to arrows - Scourges - Uber flagnellants - Penitents - come in many flavours, former mercenaries that want to get their sins forgiven - Tomb Wardens - soldiers with some anti-undead gear, lanters? - Vanilla Flagnellants - Temple Guardians - sacred infantry, get "homesick" - Demon hunter - sacred anti-demon troops - war Cleric - sacred cavalry. Spread faith by smashing skulls Holy Commanders - Mystic - 1?H1 - Mysticist - 1?H2 - old - Rabble Rouser - F10%H1, summons followers - Zealot - H1 commander flagnellat, summons flagnellants but causes unrest - Preacher - H1 with inquistor - Battle Pilgrim - summons pilgrims, standard? - Wise Man - "Guru" rare, old, H3 - Warrior Priest - H1 priest that can fight - Choirboy - Communion slave - Choir leader - H1 auto communion master |
Re: Mod in Progress: Holy War
http://xs537.xs.to/xs537/09130/holypreview639.gif
I decided to give everyone a sneak peek on the artwork I'll produce for these mods. I'll also shed some light on the methods I use to create these, in the case that someone is intrested. The first thing to make clear is that I'm no artist. I can figure out how to basic shading (what areas of the picture are lighter/darker depending on where the "light" is coming from), but that's about it. I can't create anything from scratch (I've tried, but the poses are simply crimes versus geometry & anatomy and all proportions are wrong). My method involves simply recoloring excisting KO's excellent base vanilla sprites and combining them to make new poses for the units. To show this, I've added images of the "base" sprites I used to the preview pic above. I'll go over these pics one by one. a) Pilgrim. I really like how he turned out. I just basically recolored the Mictlan Slave pic and widened him a bit to give the expression of wearing a thick robe. b) Templar Knight. I just basically mixed & matched parts of several vanilla cavalry units and recolored the shield and cape. I originally had the Hospitaller Knight cross in the shield, but I decided not to include any real world symbols in the units. Templars are basically a knightly order dedicated to protecting Pilgrims on their joyrneys. c) Templar. Well, you can't always win. I used Man's Warden as a base. I don't like the way he seems to be crouching, but it's working well enough. If I try make every pic perfect this mod will never be completed. d) Crusader. Pretty much the same as Templar Knight. e) Templar Commander. Ditto. f) Templar Monk. Here I used a sprite I already made as a base. Just add some blingbling to a regular unit and you have a commander. g) Templar Abbot. This is basically a recolor of "Augur" in Sombre's Arga Dis mod. h) Battle Relic. I recolored the wooden telestic animate to marble and drew a simple golden box for it to hold. This unit was originally intented for HW: Divine as construction summon, but the new patch completely broke holy rituals, so I had to scrap it. The idea is that the box holds remains of some long dead saint and thus the statue is possessed by the saint's spirit. Currently I don't really know what to do with this pic. Perhaps a Earth/holy construct summon? i) Stone Tablet. I basically copy-pasted parts of the monolith and used them to expand the orginal. The writing was a piece of cake. Currently I don't really know what to do with this pic. Perhaps a Earth/holy construct summon? j) True Believer. I don't know who the base pic guy is. I just found him in a sprite dump picture. His pose intrigued me and I just drew him a robe, gave some stuff to hold to and a halo. Voila', now we have a generic human holy hero. I'll give him to each human nation which already doesn't have a hero with H3. k) White Bandar. I did this over a year ago as a monkey hero. He is basically a recolor of basic bandar. l) Earth Keeper. He's a Earth/holy sacred troop summon. he'll also be recruitable from an uncommon holy site. Giving the stoneguy the torso of a Ulmish flaildude worked pretty well after some recoloring. m) Fire Keeper. He's a Fire/holy sacred troop summon. he'll also be recruitable from an uncommon holy site. I originally had the whole halberd be bronze but it didn't look good. The black shaft really makes the weapon look badass. n) Water Keeper. He's a water/holy sacred troop summon. he'll also be recruitable from an uncommon holy site. I'm also quite happy how this turned out, although I had to redo the kelp hair like 3 times before it looked good. o) Air Keeper. He's a Air/holy sacred troop summon. he'll also be recruitable from an uncommon holy site. I just attached the torso of a valkyrie with a tiny air elemental and did some recoloring. I'm not happy with the shield though. I might get back to this and remove the shield. p) Scourge. This guy will feature in few magic sites. Basically a beefed up flagnellant. He's just a simple recolor of the flail ulm infantry. The graphic looks quite sweet on the battlefield. |
Re: Mod in Progress: Holy War
That almost counts as a sprite-making tutorial! Could you post that somewhere like the modding tips thread, and upload the image to a post?
While I'm not sure I agree with all of your choices (mostly thematic reasons), this is starting to look pretty good. |
Re: Mod in Progress: Holy War
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If people are intrested, I could probably whip up a "tutorial" of sorts where I go over the process step-by-step with several screenies and stuff. Quote:
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Re: Mod in Progress: Holy War
Generic human hero for all human nations overlaps with prophet. Not a big problem.
Your changes to priests (as outlined in the first post, I hope it's not outdated) are worse: Increasing priest levels. National priests aren't used, but neither are national military commanders. I wouldn't mind +1 holy to all priests and +1 holy to all holy spells, similar to DomII, only effect being increased preaching. It would hurt prophets, though, so you probably won't do that. Totally banning indy priests. This one isn't a problem with the theme, but with gameplay, since it will affect many nations' preaching capability. Nations without mage-priests will have lots of trouble against armies supported by mage-priests, even if the mage-priests aren't improved as much. |
Re: Mod in Progress: Holy War
I'd like to see a tutorial with in depth editing.
Jazzepi |
Re: Mod in Progress: Holy War
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Besides, there will be lots of indy priests if you bother to look for them. Many of the new common holy sites* will allow recruitment of Priests in many varieties (Rabble Rousers, Preachers, Warrior Priests, Zealots, Templar Monks,... etc). However if this proves to be a problem, I could just allow some of the rarer indy priests (like Hoburg & Amazons). *I haven't decided yet on how many holy sites there will be with HW on. Remember that I'll be overwriting many of the old ones in the process. Perhaps 15 common sites, 15 uncommon ones and 5 rare? I'll have to run a lot of test with this until I find the number which will make the holy sites *sorta* common (I know that because holy lacks a radar it's a but micro to have sites that must be manual-searched, so I won't be making them that common) Quote:
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Re: Mod in Progress: Holy War
WOW! Those sprites are absolutely top-notch. I'm very much looking forward to playing with this (which may be after release unfortunately, depending on thesis woes).
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