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-   -   Mod: Holy War 0.9 (http://forum.shrapnelgames.com/showthread.php?t=42638)

Gregstrom July 9th, 2009 05:46 PM

Re: Holy War 0.8 - Minor update
 
I think there are about 1800 monster IDs, 400 weapons,

Gregstrom July 9th, 2009 05:54 PM

Re: Holy War 0.8 - Minor update
 
Quote:

Originally Posted by llamabeast (Post 700630)
I don't think there's much of a shortage of weapon, amrour and monster slots is there? Spell slots seem to be the problem I think. I'm going to plea to JK to give us more spell slots when I get a chance.

I think there are ~1800 monster IDs, 400 weapons, 200 armours, 250 sites, and 22 nation slots available. My impressions of weapon and armour usage per mod maakes me think that you could probably have 22 mod nations, the sites mod, Holy War and CBM running simultaneously without problems - if they didn't clash with each other.

This comment might be in the wrong thread though.

rdonj July 9th, 2009 06:58 PM

Re: Holy War 0.8 - Minor update
 
The monster limit is not really a big deal. You would have to really work to fit that many new monsters into 22 nation slots.

Gregstrom July 10th, 2009 01:40 AM

Re: Holy War 0.8 - Minor update
 
Exactly my point. :)

Burnsaber July 10th, 2009 02:05 AM

Re: Holy War 0.8 - Minor update
 
Quote:

Originally Posted by llamabeast (Post 700630)
You can't give a guy with a quarterstaff a punch. I object. Kicks are all good.


Okay, "Kick of the Mountains" then..

On other hand, having a recruitable troop with "Stun" (0ap stun damage) as secondaryeffect gives them a nice anti-sc niche. (When combined with Strenght of Giants, of course.)

Quote:

Originally Posted by llamabeast (Post 700630)
I don't think there's much of a shortage of weapon, amrour and monster slots is there? Spell slots seem to be the problem I think. I'm going to plea to JK to give us more spell slots when I get a chance.

Well, once you start using slots like they're infinite, you will usually run out. Besides, using more slots means more likely clashes.

Burnsaber August 24th, 2009 01:38 PM

Re: Holy War 0.8 - Minor update
 
OK, update.

Changes from 0.8 -> 0.9
- Improved grammar, thanks to Amonchakad.
- Templar Abbot is now cheaper
- Several small bug fixes (sauromatian H1 priest, warrior monk 24 defense and so forth)
- The Man on the Silver Mountain is now truly epic. He now casts "Ark" effect into each battle

Trumanator November 25th, 2009 05:04 AM

Re: Holy War 0.9
 
Bump for awesomeness. Anyway, I'm starting to think that Faith Healing is the single biggest work of genius in this mod. No more do my H1 priests run forward to be squished because they have nothing to cast! Plus its great on giants, I think it really improves their survivability.

Trumanator December 7th, 2009 01:52 AM

Re: Holy War 0.9
 
Your image host seems to have denied you on the front page :D

Burnsaber December 7th, 2009 03:51 AM

Re: Holy War 0.9
 
Quote:

Originally Posted by Trumanator (Post 720834)
Your image host seems to have denied you on the front page :D

Yeah, I know. I'm going to update all of my preview pics when I have the time for it. (perhaps this weekend, I have couple of massive exams coming up)

Squirrelloid December 7th, 2009 05:48 AM

Re: Holy War 0.9
 
Holy Warriors (the Alt 7 one) seems to be confused about what its doing. At Alt 7 i'd expect that kind of thing to not have an MR check at all. MR check implies you really want to be using it with chaffe-type troops, none of which really have much place on a battlefield by the time you have alt 7, certainly not one where getting some buffs is going to be a useful addition to them.


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