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Working on a new mod
Hello there, as some may know I was working on on the mod called Dracasia, but due to lack of mod option the project have been halted. I'll take the project up again when it gets possible to modify what I want or perhaps making it finish for dom3. I'll apolyguise to those of you who have been waiting for it, sorry. Also I've been away for awhile to get formiliar with Linux and learned alot (no trace of winblow on my computer anymore).
But in the meanwhile I've been working on a new mod which is highly inspired from the warhammer world (Yes, I'm a warhammer geek, and I'm proud of it http://forum.shrapnelgames.com/image...es/biggrin.gif) The army I have been wrestling with is the warhammer wood elves army which will be replacing the current Pangaea army. So what is this army gonna be like? Well on must area it gonna have some similiaryties with Pangaea. Some stealth units and special wood spells. But other than that New Pretenders like: The Wood elves god Orion and The Godess Arial to choose from plus some standards pretenders. Excellent bowmen, treants, dryads and many more. The commen unit is light to none protected, agile, good in defence. More to come... |
Re: Working on a new mod
The "ancestors"* of the wood elves are already in the game. They're called "Danoine Sidhe".
They're light units, agile, with good defense. Just wanted to mention it ... *in a 'literal' way. Tolkien borrowed his elves from the celtic "Sidhe" and the "Alfar/Alben" of nordish / continental saxon mythology. Everyone after him just re-did them even worse. |
Re: Working on a new mod
Needs. More. Skaven.
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Re: Working on a new mod
Question is it possible to give negative variable in eg. #fireres XX ? I'm sure there's are command for fire weakness but I can't remember how's the command.
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Re: Working on a new mod
Try
#fireres -25 Earlier any number would give 100 % immunity. I'm not sure if this has been changed, but if it has negative numbers should work as well. |
Re: Working on a new mod
I'm actually thinking of doing a skaven mod, but it's on hold until one of my friends gets around to making some sprites.
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Re: Working on a new mod
Okay, I'm almost done with mod scripting, the next step will be the sprites making, which take time.
The mod banner is done: http://thilockdominus.freehomepage.com/images/fol.jpg The flag is also done, but I might change it or modify it I'm not quiet happy with it. The mod and nation name is 'Forest Of Loren' The Unit: Normal Unit ------------------- Elven Warrior - Standard unit in the FOR army, basic trained, agile but poor equiped Elven Archer - Excellent archers with composite bows Glade Guard - Protector of tree of life, also guard important places. Spear and shield. Glade Rider - Fast light cavelry, what they lack in strenght and armor they gain in speed and defence. Unicorn - Creature of the forest, noble and strong. None dare to hit these pretty creatures of the light. Wardancer - Elite warriors which go berserk, equiped with two long swords. Forest Dryad - Spirit of the forest, can transform them into deadly tree-like creatures if angered enough. Takes 1 1/4 damage from fire. Treant - Huge living tree, slow but highly dangerous, takes double damage from fire. Commander/mage/priest --------------------- Willow Dryad - Commander Silver Unicorn - Can cast heal, 1N 1A Glade Guard Champion - Commander, standard. Wardancer Champion - commander, goes totally frenzy berserk. Scout - Commen throut the FOR realm. Waywatcher - Elite Spies Glade Rider General - Commander Moonlight Mistress - Priest and mage, riding a unicorn Forest Priestess - Priest and mage Elven Druid - Nature and earth mage Elven Elder Druid - Nature and earth mage Some unit names I may changing... |
Re: Working on a new mod
Great! I would rellay like to see all the warhammer races modded in dom2 ... it could be also a nice way to introduce new players!
thank you ... I'm curious to look the mod finished! I have added your mod in the mod thread! Liga |
Re: Working on a new mod
Thanks http://forum.shrapnelgames.com/images/smilies/happy.gif
I got a question to those who can answer it, the command called #startsite "site name" Can I enter whichever of the sites from dom2 or just the little list which is in the mod building list? Thanks |
Re: Working on a new mod
Every site . Cohen gave his crusaders e.g. a steel oven site .
So every site is possible . I think Edi has made a new updated sites chart somewhere as well http://forum.shrapnelgames.com/images/smilies/happy.gif . |
Re: Working on a new mod
You sure wardancers should go berserk? Methinks somehow being able to wield two long swords at once without tearing all of one's upper-body ligaments and tendons is adequate representation of their superhuman grace, speed, and ferocity. Encumbrance 1 might also serve to drive the point home.
True, wardancers do fight in a frenzy, but said frenzy incorporates more precision and elegance than any berserker could get away with. That is to say, I'd expect a wardancer to have a defense skill that puts van and tuatha to shame, and not to lose said defense skill the moment he's grazed by an arrow. You might also want to consider giving them no protection, but a few levels of air shield, to represent the Snikchesque ability to pluck arrows out of the air with their toes, or whatever. |
Re: Working on a new mod
This is sorta giving me an urge to get back to my skaven mod. Though the vast majority of the requisite modding commands still don't exist, and trying to summarize the raw awesome of skavendom in a one-paragraph blurb is still a daunting task.
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Re: Working on a new mod
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Re: Working on a new mod
Or if you are feeling verbose you could go for: raw awesome RATS!
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I would like to play a warhammer mod as well. Unfortunately I have more pressing sprite making tasks at hand. I have a dark elf army, but in dom2 I would prefer to play skaven or tomb kings I believe. |
Re: Working on a new mod
Rodents of Unusual Size.
ROUS's! |
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The Idea with the berserk was it should represent the diffrent war dancing. The wardancer do have some armor, well a bit. They are wearing magical war painting as protection physically and against hostile magic. The hard part is that warhammer stuff and dom2 stuff to go hand in hand when it comes unit building. But again the mod is inspired by the WH wood elves but should also be able to play it with non-warhammer nation. Yet another question about sites, some of the sites have the abilities to recruit diffrent units, eg. 'The Grove of gaia' allow you to recruit white Centaur (unit nr. 769). Can I altered White Centaur to a completly another creature so I can recruit that creature through the site? If so will will the site still say 'recruiting White Centaur or the altered name I gave the it? |
Re: Working on a new mod
You can change White Centaur completely, even the name, and the site will still recruit the modded unit. Even the name the site shows will be changed to eg. "Lets you recruit Kamikaze Unicorn".
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According sites : If you use the site of the nation your modded nation replaces you can use their capitol only units and mod them to your wishing . A few such units can be recruited from independent sites also though iirc e.g. the white centaur or hydra hatchlings . |
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And the new modding commands should make SOME of my plans workable. Still no proper Ark-like, misfortune-spreading screaming bells, nor vaguely hero-like, assassination-prone gray seers, nor single-shot Eshin contracts(Unless I mod Pythium), nor pack morale, nor doomwheels, nor Thanquol Caractor-curse and Blood Vengeance effect, nor autostarving skavenslaves, cannibalism, necrophagy, autopillage(Bane Venom style), and all the other hunger mechanics that make fielding a skaven army so... unique, nor... well, pretty much everything else, but at least I can make plague monks. We can mod in negative reinvigoration now, right? Ugh. Me and my impossible ambitions. And after all that time spent making sure Eshin assassins weren't overpowered, despite their obscenely high defense skill. To say nothing of Deathmaster Snikch. I knew one of Skavenblight's strengths would be its heroes*, but it took so much tweaking to keep the guy from putting Etimmu to shame. The only balanced hero in the mix is Lord Skrolk. And Ikit Claw, if one ends up with an unlucky mix of randoms. * Which woulda been fun, since the council bell tower site(Unmoddable) would keep their capitol around misfortune 2 or so, even in high luck-3 dominion, and any screaming bells fielded would have a similar effect abroad. It's sort of an outward impetus, driving the skaven to conquer new lands, since the old ones keep getting infested by skaven. Couple that with supply penalties, pillage boni, maintenance costs and improbably low resource costs for rank-and-file troops(25% off resource cost, for general packrattery and Skryre industrialization), and one simply cannot play a defensive skaven game. Erm, unless one foolhardily disregards one's absurdly cost-efficient national troops and relies on one's labor-intensive, specialized and unreliable war machines and Crossbreeding-casting Moulder warlocks. Or has one's warlock engineers conjure up some unimpressive elemental summons. Or has one's pretender or the occasional gray seer muster a few cohorts of the undead. Or a dozen other valid strategies. None of which seem as workable with Skavenblight as with other nations, but you never know. Hmm. Long post. Longer footnote. Much longer footnote. Bad sign. Must get unworkable mod out of head. Must stop trying to think of ways for Skavenblight to defeat Ashen Empire or Soul Gate Ermor(I gots nothin' so far. Fear, starvation, no warpfire- and jezzail- susceptible elites, every conceivable edge. Mind you, the skaven might not be all that outclassed tactically, but they've got no means around their strategic shortcomings). Oh, dearie me, I'm doing it again. Out, out, damn mod! |
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Erm, apparently. Last time I checked. Which was a while ago. If I recall correctly. |
Re: Working on a new mod
In dom2 I would like to play.... skaven/highelves/ELDAR Yes death to the puny civilizations of dom2 they shall die to my shruiken launchers and bright lances.
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Re: Working on a new mod
Need some help on spot spell errors or wrong command, I've starring blind in an hour on it, so I need some fresh eyes to look at it.
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Re: Working on a new mod
Aaahh, just found out how to solve it, I just run dom2 in the Terminal :woot:....great way to spot errors..DOH!
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Re: Working on a new mod
Perhaps the armor numbers are limited to 200 or something. Try a lower one.
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Re: Working on a new mod
okay thanks.
Just discovered more errors the spr1 and spr2 "/FOL_Animations/Icons etc." should be spr1 and spr2 "./Fol_Animations etc." and I also forgot to give some of the units #gcost http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Working on a new mod
Armor number are 200-399:
#newarmor 399 #name "Full Chain of Ulm" works o.k. But #armor 399 does not work. You'll have to use #armor "Full Chain of Ulm". |
Re: Working on a new mod
okay thanks.
Another problem: How's the settings for the .tga files? I've manage it with my Dracasia mod but It's been along time. The options are: [x] RLE compression [x] Origin at bottom left Also have the trouble making color 0.0.0 (black) transparent. Quote:
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As example the wardancer . Att 14 , becomes 15 with the sword , 18 with berserk , holy gives you the option to do f9/10 bless , so +4/5 attack again . Same if you do a naturebless , that may even be better . So really good attack skill . If i take N10 bless i get +5 berserk , so +8 berserk . My weapondamage is then 12+8+6+2d6oe , all AP . With the high attack rating these wardancers will be a really serious danger to any thugs like banelords and have good chances to take out bigger SCs as well . |
Re: Working on a new mod
I know, it's still on the drawing board and havn't been tested yet. Alot of these units still needs adjustments and tweaking. The units scale is from a brainstorming and I've been writtening it down so I can see how the react when putting in play, so don't worry http://forum.shrapnelgames.com/images/smilies/wink.gif
It was my intentsion to drop beserk on the wardancers as it don't fit into the "way" a wardancer is. I just didn't removed the commands yet. |
Re: Working on a new mod
Yet another question http://forum.shrapnelgames.com/image...ies/tongue.gif... Shouldn't there show an icon when an unit have animalawe?
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Re: Working on a new mod
I have never seen icon for animal awe, and remember wondering about the same thing. It seems there isn't.
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Re: Working on a new mod
Thilock you still got those Muspelheim banners, which you sent me about half a year ago? Now that I see you working on a new mod, I think that I should finally finish the Muspelheim mod.
(EDIT: Ups, just noticed that those banners were still safe. Nevermind then.) Anyway, good luck on making the new elven forest mod.. elves sure rule! http://forum.shrapnelgames.com/images/smilies/cool.gif |
Re: Working on a new mod
Just skimmed that MOD quickly. You seem to have one instance of "stealty", some truly terrifying armor-piercing weapons and wardancers, and warpaint as armor, when it should probably be natural protection. If said warpaint isn't compatible with proper armor, you could always remove the wardancer champions' chest slots.
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Re: Working on a new mod
That was my Idea (and was incorporated into the script) that due to ritual and spiritual believes the Wardancers and the wardancer champ can't/won't get equiped in the chest slot or weapon slot as it is part of their ritual dancing.
The treants only have two misc slots and can only be recruited at the starting location. Same goes for the Dryads. I'll soon post an updated Version of the units. |
Re: Working on a new mod
Awesome work, by the way. Not at all sure it's balanced*, but it's definitely commendable. Any idea when you might start making sprites?
* Busy, busy day. The moment I get a minute alone with the thoughts in my head, I'll be sure to mull this over. |
Re: Working on a new mod
I've made the first sprite, an Elven Archer. But I suck when it comes to 32x32 pix pictures. I'm much better with bigger pictures, so I hope people can live with it http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Working on a new mod
You could always do bigger pictures and then resize them to 32x32... Although I quess you would need a special tool for that.
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Re: Working on a new mod
Nope, you can resize a picture with GIMP, but in my opinion the picture becomes blurred.
Perhaps I should rework the already made dom2 unit pictures instead? |
Re: Working on a new mod
I did that with MS Paint, and converted them using IrfanView. It works, but takes time.
To do it properly, run DomII in window, put filter off and set opacity to 100%. When I took screenshots this way, all the himans were exactly 32 pixels high, and I don't think I'm that lucky. And as colors won't be deformed, you can remove two background-blacks, leaving the two shadow-blacks. |
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1280x1028, but I tested it at 640xsomething and the result was same. When windowed, DomII seems to default to its "natural" resolution.
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Re: Working on a new mod
Okay, I'll give it a shot.
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And I would suggest you use Irfanview to resize the pics, too. I don't know about Paint, but GIMP only uses none, linear or cubic interpolation. Irfanview has a whole bunch of different functions which you can try out for best results. And doing a whole lot of pics with it is even easier - use the batch mode ... |
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Okay thanks. Infranview is only avaible for winblow, but there's a similiar program I found called XnView or I could run Infranview with crossoveroffice.
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