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Calrea mod
We have started to create a new mod called Calrea. We're going to make a whole new world including: world map, units, nations, pretenders, maybe spells and magical items. Calrea is an interesting world separated into 4 sections. It has both evil and good nations and also some that are somewhere inbetween.
We're trying to offer new things in one mod, so you don't have to mix pretender, unit, nation mods etc. We're also trying to make a logical world with a realistic history and tales assosiated to it. Our goal is to balance the game and give some more gaming hours to the players. We started this project one week ago and now we have done one complete nation. And lots of designing etc. Our website is on its way, but I think it'll be ready soon. Our team contains 3 Finnish designers and 2 Finnish modelers, but being honest we need more team members. I think there's room for designers, modelers, writers and mappers. Yes, we are Finnish, but our working language is English, thus I don't think the language is going to be a problem. There's no coding skills required, or such. you just have to speak English and be active in IRC. We discuss things via IRC and store files on an FTP server. If you think you could help/join us contact: zeikko@hehkulamppu.net and join #calrea @ quakenet There's still room for new ideas... [ May 14, 2004, 06:51: Message edited by: Zeikko ] |
Re: Calrea mod
It's always good to see a team effort in modmaking. I'm sure you can get all the brainstorming you want, and more, by just posting questions and problems in here. I know I would be glad to lend a hand that's fer sure.
While I don't have the free time to offer any really dedicated assistance I could wrap up all the unit sprites, from graphics I found on the net, and send them over if you want them. They're mostly from Doom, Heretic and Hexen so they might be of limited use for you though. |
Re: Calrea mod
Not trying to cool down your enthusiasm, but at the moment I don't think you can mod items.
Otherwise - this looks like a mighty big project. Good luck! |
Re: Calrea mod
Yea, there's no way to mod items, but i think items are quite good now and they need no modding. We're waiting for a new patch and new modding tools, i hope items will come sooner or later. The only thing we want to mod on items is to add few of our own weapons and armor i think.
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Re: Calrea mod
Please give us some ideas about new nations, pretenders, spells etc. we could use in our mod. It's not that we are running out of ideas, we just wanted to know what players would like to see in this huge mod.
Alpha Version is soon ready including 2 complete nations and 2 uncomplete demo nations. I think we will publish open beta when we have 10 nations ready or something. [ March 21, 2004, 11:20: Message edited by: Zeikko ] |
Re: Calrea mod
Just curious. Is Calrea an old RPG-world of yours or an entirely new one.
Looking forward to this mod! |
Re: Calrea mod
It's not RPG world but i am roleplayer and i have made few RPG worlds so it'll be like a RPG world.
Thanks to your support. [ March 20, 2004, 06:41: Message edited by: Zeikko ] |
Re: Calrea mod
This is just stuff that I modded into the game myself so perhaps other feel that it's "missing" as well.
An additional nonundead amphibian pretender available for all nations. A nonundead immortal combat pretender. A "bless effect" pretender available for each path of magic. To put it in other words I created a cheap 3 picks pretender for each magic path. Dragons and werewolf pretenders that don't change shape. An altered water nation would be appreciated. |
Re: Calrea mod
The alpha is ready now. We had few testgames and everything went ok. We are now working with new nations.
We got some nice feedback for the alpha. Thanks for testers. |
Re: Calrea mod
Here are some screenshots on alpha 1.00 web page
Alpha 1.01a is now released and alpha testers can now download it. It has lots of bugfixes and etc. |
Re: Calrea mod
You might want to do a chmod on your directories so that people can't go poking around your personal stuff. Otherwise, looks cool. Man, Jotunheim beat the snot out of those guys. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Calrea mod
I've always wanted to allow access to my directory like that. How do I do it?
[ March 26, 2004, 05:14: Message edited by: Argitoth ] |
Re: Calrea mod
They're not my personal directories and chmod is set correctly.
You can allow others to see your directories i.e. typing chmod 755 .folder name. on bash. We are still searching for writer, mapper and modeler. [ March 26, 2004, 22:37: Message edited by: Zeikko ] |
Re: Calrea mod
Actually there is a setting in the web server which can override that. Many sites do it.
Personally all of my directorys are open that way also. Also to test if your directory allows it you might try deleting or renaming any first-page such as your index.html or index.htm since many servers will automatically add that to a directory request if such a file is there. [ March 26, 2004, 23:54: Message edited by: Gandalf Parker ] |
Re: Calrea mod
If you're looking for a writer, I'll be available in a little while (I'm moving right now, only have computer at work). What sort of writing are you looking for? I've done short fiction, designed RPG game worlds, written for PBEM and Online RPG's, and helped design and write board games. If you're looking to flesh out some of the gameworld and do unit/pretender/nation write-ups, I can certainly help. Send me an email at wickedmurph@yahoo.com.
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Re: Calrea mod
The project is going on...
We got some new team members i.e. Murph to write some background stories and correct our mistakes. Our website is finally ready: http://www.hehkulamppu.net/~zeikko/calrea/index.htm there isn't much material yet, screenshots are on their way and maybe some other files after that. There is still room for few modelers and alpha testers. [ April 03, 2004, 18:00: Message edited by: Zeikko ] |
Re: Calrea mod
I think it's time to update this too. We are updating alpha Version to 2.11 now and making 2 new nations.
We got new URL for the web site: http://calrea.hehkulamppu.net There are also new material. I made a pencil draft of the map of Calrea, and we are searching a person to make a cool looking tga of it. Send private message or email to zeikko@hehkulamppu.net if you're interested. [ May 14, 2004, 06:52: Message edited by: Zeikko ] |
Re: Calrea mod
It's turning out to be a very interesting mod so far. Whereever did you came up with the idea for the backround story?
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Re: Calrea mod
Thanks, i made the core of the background story by myself and Murph fixed and wrote it as it is. That's just the core of the history and I hope we can make more texts sooner or later.
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Re: Calrea mod
We got new better web site feel free to visit.
The project has been on quite low-profile now but great ideas are raising again and I hope we can get some kind of beta Version out for everyone soon. Are people intrested of testing a mod containing 4 nations and some other changes. I'd like to hear some opinions that should publish soon coming beta Version or wait for more nations etc. Then some things about changing the Dom II playstyle. Now summons seem to much more powerful than national troops. I am thinking to decrease the strength of all summoned units or make them more expensive in gems. In my opinion summons should be used when you upkeep is almost same and income and you must expand your army, to add more variety in your army or some other small tricks, but not as the core of army. Your opinions? Would you like to play a mod which nerfs summons? [ May 14, 2004, 07:51: Message edited by: Zeikko ] |
Re: Calrea mod
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