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-   -   Black Company Mod (http://forum.shrapnelgames.com/showthread.php?t=17934)

Uh-Nu-Buh March 3rd, 2004 01:42 AM

Re: Black Company Mod
 
I will change the name of the Mod filename to reflect the Version, starting with the next upload. The next Version should be 1.0 (e.g. blackempirev1.zip). It should have compliant graphics, a mobile infantry unit, working national spells, and whatever changes people convince me need making.

It was mentioned a while back that the Mod could use a cheap militia type unit. That if the Black Infantry had it's javelins taken away and some lesser armor it would be extremely cheap and imitate the masses of faceless foreign and local troops that die in all the battles in the books. I thought about this, and decided that these foreign and local militia are already a part of the game via the independant militia and lt infantry that are available almost immediately from most conquered provinces. It struck me as redundant to add them.... I didn't want you to think I was ignoring the idea. I really did think about it. Thanks!

liga May 11th, 2004 08:46 AM

Re: Black Company Mod
 
Is that mod still downloadable ? Which name ?

Liga

vigabrand May 11th, 2004 03:29 PM

Re: Black Company Mod
 
might be kinda late now, but the second generation taken (i.e. whisper) could have been an option, they'd fill the gap between goblin/one eye/silent and the real taken. Don't forget the Shadowmasters too. All this Black Company talk brings a tear to my eye. For all you D&D players, the Black Company campaign world is set to be released this fall, I think by Green Ronin Games.

vig

Cheezeninja May 11th, 2004 04:55 PM

Re: Black Company Mod
 
hrmmm... how do you make more national heroes without simply replacing other ones? I can't find a tag that makes a unit a national hero, are you just using nations that have alot of hero's due to special dominions?


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