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Re: EA Alchera: Aborigine and Maori-inspired Nation
i used the console.
Jul 14 19:06:07 greywulf-imac-g5 [0x0-0x2c02c].Dominions3[202]: myloadmalloc: can't open /Users/greywulf/dominions3/mods/.\alchera\flag.tga hope this helps. thanks for looking into this :-) |
Re: EA Alchera: Aborigine and Maori-inspired Nation
Actually, i tried it myself.
just change #flag "\alchera\flag.tga" into #flag "./alchera/flag.tga" and problem solved! |
Re: EA Alchera: Aborigine and Maori-inspired Nation
Aaaargh!:banghead:
I thought I'd fixed all of those. My apologies for my absentmindedness, Microsoft's existence, and Bill Gates' ugly glasses. Well, now that you've got it working, let me know what you think (please!). |
Re: EA Alchera: Aborigine and Maori-inspired Nation
While nagging Sombre to work on his Warhammer Empire mod, I thought I'd resurrect this thread to see if Vanishag might be able to tell us of any more plans to make a Middle Age version of this most excellent mod. Guess I'm feeling quite naggy today.
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Re: EA Alchera: Aborigine and Maori-inspired Nation
Now that my "playtest" of Alchera in Tourmaline is over, Alchera 2.0 should be out soon, with many tweaks and fixes, but no radical changes in "feel." The edits are mostly done, but I haven't had time to complete &test them. Also, there are a few miscolored pixels hiding in the art that I need to ferret out.
The MA version of the nation, Aotearoa, is also underway - partially coded, but I haven't worke on the new art at all yet. It'll probably be my winter holiday of-your-choice (Xmas, Hanukkaah, Quanzaa, Yule, Solstace etc.) gift to all of you. I'll go ahead and make a placeholder for it next. Thanks, BandarLover, for checking up on me. Notable changes in Alchera 2.0: * Fort types will be changed to cheaper ones (with low admin and low to very low defense values) * Dreamhunter will be a little cheaper, and not suffer from old age until in play for 1 year, but have weaker magic and a weaker shield * the Great Dreamer and the Dreamtime Sage will be differentiated to a greater degree * Dreamtime Warriors will (probably) have a higher gold and/or research cost * Dreamwalkers may get a better attack * unit names may be changed so that fewer of them have "dream' in the name - it gets confusing * Tohungas will no longer have a chance of sufering from old age * Bunyips will be cheaper * and many other small tweaks |
Re: EA Alchera: Aborigine and Maori-inspired Nation
Well, I hope that me and statttis provided you with a good playtest for your nation. As far as my own thoughts, I will admit that Alchera's sacreds aren't as badass as I thought they would be, though I maintain that your bless was a little odd. Less old age would also be good. I seem to recall that you were worried that mage assassins like the dreamhunters would be OPed, but as you probably noticed, assassins aren't really all that. I will readily admit though that TK and Ogres aren't really prime assassin targets.
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Re: EA Alchera: Aborigine and Maori-inspired Nation
Speaking of Tourmaline, I seem to recall a promise of an AAR that I was looking forward to ;). I'm glad you decided not to raise the price on dreamhunters as you were originally looking at. After alchera's baptism by fire in that game, I think you'll have a much better sense of balance for the future. Alchera is certainly an interesting mod nation and I'm looking forward to seeing how your new one develops.
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Re: Alchera - now ver. 2.0!
The revised Alchera's online - next thing is the AAR
Thanks to everyone in Tourmaline for the test! |
Re: EA Alchera - now ver. 2.0!
Sweet :)
You're welcome. |
Re: EA Alchera - now ver. 2.0!
Yeah, you put up a good fight, and gave the Ogres what for! I still think that you took a bizarre bless for your sacreds though, E9W9 would've raped.
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