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-   -   Mod: Blood Elves (http://forum.shrapnelgames.com/showthread.php?t=30627)

DrPraetorious February 8th, 2008 01:48 AM

Re: New Mod: Blood Elves
 
Okay, I'll start grabbing the current versions and working from those.

I should say - I'm aware of why you gave the Cav. animal. If I were going to include a mod that turned *all* Cav. animal (and/or a pikemen/longspears mod that gave pikemen animal awe) this is what I would do as well. However, barring such a mod, it's inconsistent for one nation to have animal on the cav and not others.

All of the Cavalry have stray black pixels around the tail of the horse. The Senshi have black pixels particularly around their right-hand weapons (which would be on our left looking at the pic,) the deceiever and the venus flytrap have them all over.
I think the storm lord has some on the bottom side of his weapon.

It's not a huge issue except with the flytrap, which has a positive halo.

I've got some comments and questions on your other mods which I'll send in a forum message.

Amos February 8th, 2008 02:17 AM

Re: New Mod: Blood Elves
 
Tnx. I'm adding animalawe 3 to all the pikes because otherwise there is no point in having them in the mod. Units with long spears carry shields. Pikes usually get ignored when recruiting because units with shields are always superior. If you think its inconsistent feel free to remove this attribute in the Megamod.
I'll try to do the sprites and the Venus summoning spell today.

Amos February 8th, 2008 10:11 AM

Re: New Mod: Blood Elves
 
- Alot of small sprite changes and corrections;
- Venus Flytrap can be summoned, instead of recruited, through the "Grow Venus Flytrap" spell.

Amos February 9th, 2008 03:31 AM

Re: New Mod: Blood Elves
 
As per DrPraetorious suggestion:

- All Druids had their holy magic and price reduced;
- Fort was changed to Citadel with admin of 40;
- Arch Druid was given a random AWEB 25%.

Amos February 10th, 2008 04:56 AM

Re: New Mod: Blood Elves
 
Quote:

Low capital admin should figure into unit costs, which are too high even for average admin.


DrPraetorious, that was intended to limit the numbers of the elves on the battlefield. They are not meant to have huge armies but small, highly effective ones.

DrPraetorious February 10th, 2008 01:18 PM

Re: New Mod: Blood Elves
 
Ah, well, that's true - but in that case, they need better stats or something http://forum.shrapnelgames.com/images/smilies/happy.gif.

But that was a typo, I meant - low capital admin should figure into *mage* costs. The gold cost of units is actually pretty negligible for most nations, although not at all for this one.

I'm going to do a bit more testing and fiddling.

Amos February 25th, 2008 04:12 PM

Re: New Mod: Blood Elves
 
Version 0.30

Lowered "Fey Assassin" HP by half and reduced his price.

Amos February 26th, 2008 12:38 PM

Re: New Mod: Blood Elves
 
- Storm Lord got Air 3 and higher price;
- Crimson Commander replaced Storm Lord as a PD commander;
- Lord Militants sprite finally got a shadow.

Amos March 8th, 2008 11:13 PM

Re: New Mod: Blood Elves
 
- Gave "Green Druid" springpower 3 and raised animalawe to 1;
- Added a new spell "Contact Goddess of Magic" (She is unique. She should be a heretic but i couldnt give her uniqueness and heretic at the same time).

Amos July 30th, 2008 05:24 AM

Re: New Mod: Blood Elves
 
Version 0.31

Changed unit numbers to 2600-2630.
When the new patch comes out remind me to fix the Goddess of Magic.


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