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-   -   Mod: Avernum, Crystal Souls v1.5 UPDATE (http://forum.shrapnelgames.com/showthread.php?t=33216)

Morkilus August 15th, 2007 02:38 PM

Re: Avernum, The Awakening v1.1 - patch compatible
 
Has anyone been able to thug out Crystal Souls? I'm not sure they're still worth 500 gold after removing the gem generation. Compare, for example, to Astrologers.

Sombre August 15th, 2007 02:49 PM

Re: Avernum, The Awakening v1.1 - patch compatible
 
Well they're 400 gold in the newest cbm version, the one we're using in the mod game.

I agree 500 is too much, so in the next version it will be changed.

Sombre February 20th, 2008 05:20 PM

Re: Avernum, The Awakening v1.4 RELEASED
 
Version 1.4 is here.

There are loads of tweaks and changes, a new commander called the nephil scout (he does what he says on the tin) a new graphic to replace the ****ty avernite captain graphic,.. what else,.. oh yeah darkvision works now. And I improved the Crystal Souls so they aren't such a ripoff now.

Attached to the main post. Enjoy! ORFEELMYWRATH.

Sombre February 20th, 2008 05:21 PM

Re: Avernum, The Awakening v1.4 RELEASED
 
Oh and before you install this new version, delete the old one, because I've changed the directory and dm names, so if you don't you'll end up with two of them and that would be confusing.

Humakty February 21st, 2008 10:31 AM

Re: Avernum, The Awakening v1.4 RELEASED
 
I've got NGF : bad nametype while right-clicking on the vahnatai ranger & mage in the recruitment screen.
Weren't slith warborn cap only before ? Or have various abuses broken my mind ?

Sombre February 21st, 2008 11:43 AM

Re: Avernum, The Awakening v1.4 RELEASED
 
Warborn were cap only before, now I've unrestricted them because Avernum was basically too cap centric. Besides if you can get Slith Warriors and Lords anywhere it makes sense you can get warborn anywhere.


As for nametypes - you're right. But it isn't my fault. It says in the new mod manual that nametypes up to 159 are available. This isn't true. 151+ don't work and produce crashes. I will upload a fixed version of avernum using nametypes 149, 150 momentarily. I'll also make a post in the bug thread.

Morkilus February 21st, 2008 01:27 PM

Re: Avernum, The Awakening v1.4 RELEASED
 
I have a soft spot for this mod. Maybe it's the archer kitties!

WraithLord February 25th, 2008 06:45 PM

Re: Avernum, The Awakening v1.4 RELEASED
 
Yes, I'm currently playing SP with this mod. The unit descriptions are superb and really lend to an epic feeling of a nation(s) in exile. I'm not familiar with the books/comics that are the base for this mod and am learning about the nation from the descriptions and unit traits.

Its a really cool and well thought of mod and I like it a lot. Thanks Sombre!

Endoperez February 25th, 2008 06:49 PM

Re: Avernum, The Awakening v1.4 RELEASED
 
It's actually based on games by Spiderweb software.

WraithLord February 25th, 2008 07:21 PM

Re: Avernum, The Awakening v1.4 RELEASED
 
LOL http://forum.shrapnelgames.com/images/smilies/happy.gif

Just found that out after googling a little. I am impressed with the exile series and have just complete d/ling the original.

Have any of you guys played one of the exile or avernum games?


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