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-   -   Working on a new mod (http://forum.shrapnelgames.com/showthread.php?t=22203)

Thilock_Dominus January 2nd, 2005 07:48 AM

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...

Arralen January 2nd, 2005 09:06 AM

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.

Vicious Love January 2nd, 2005 11:54 AM

Re: Working on a new mod
 
Needs. More. Skaven.

Thilock_Dominus January 2nd, 2005 05:22 PM

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.

Kristoffer O January 2nd, 2005 06:50 PM

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.

Ighalli January 2nd, 2005 07:09 PM

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.

Thilock_Dominus January 4th, 2005 06:58 PM

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...

liga January 5th, 2005 07:23 AM

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

Thilock_Dominus January 5th, 2005 06:12 PM

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

Boron January 5th, 2005 07:08 PM

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 .

Vicious Love January 5th, 2005 07:48 PM

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.

Vicious Love January 5th, 2005 07:50 PM

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.

Kristoffer O January 5th, 2005 08:29 PM

Re: Working on a new mod
 
Quote:

Vicious Love said:
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.

How about RATS!

johan osterman January 5th, 2005 08:33 PM

Re: Working on a new mod
 
Or if you are feeling verbose you could go for: raw awesome RATS!

Kristoffer O January 5th, 2005 08:37 PM

Re: Working on a new mod
 
Quote:

liga said:
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!


Good point http://forum.shrapnelgames.com/images/smilies/happy.gif

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.

Zen January 5th, 2005 08:42 PM

Re: Working on a new mod
 
Rodents of Unusual Size.

ROUS's!

Thilock_Dominus January 6th, 2005 01:14 AM

Re: Working on a new mod
 
Quote:

Vicious Love said:
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.

Hmmm...I'll take that in consideration. I can't give them airshield due to lack of mod commands.
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?

Endoperez January 6th, 2005 08:57 AM

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".

Boron January 6th, 2005 08:58 AM

Re: Working on a new mod
 
Quote:

Thilock_Dominus said:

Hmmm...I'll take that in consideration. I can't give them airshield due to lack of mod commands.

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?

You can give them airshield indirectly by giving them an armor with airshield , either robe of missile protection or silver hauberk .

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 .

Vicious Love January 7th, 2005 02:39 PM

Re: Working on a new mod
 
Quote:

Kristoffer O said:
Quote:

Vicious Love said:
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.

How about RATS!

Hey, not half bad!
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!

Vicious Love January 7th, 2005 02:43 PM

Re: Working on a new mod
 
Quote:

Boron said:
You can give them airshield indirectly by giving them an armor with airshield , either robe of missile protection or silver hauberk .

This may have changed a few patches ago, but that doesn't seem to work. Give a unit a magic weapon or suit of armor, and secondary effects in the item profile, such as "area death", "x3 vs undead" and so on will be intact, but effects such as a Silver Hauberk's airshield are lost.
Erm, apparently. Last time I checked. Which was a while ago. If I recall correctly.

Legacyspy January 7th, 2005 07:01 PM

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.

Thilock_Dominus January 8th, 2005 07:38 AM

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.

Quote:


#modname "Forest Of Loren"
#description "Forest Of Loren mod replaces Panagaea with the elven race of Forest Of Loren, This mod is highly inspired from the warhammer game. I've used the Warhammer supplement book to get which units to include, plus some spells. Enjoy!!!"
#icon "/FOL_Animation/Icons/FOL.tga"
#Version 0.10
#domVersion 2.15


#newweapon 800
#name "Long Sword"
#dmg 5
#att 0
#def 2
#len 2
#sound 8
#end

#newweapon 801
#name "Ritual Sword"
#dmg 6
#att 1
#def 2
#len 2
#magic
#armorpiercing
#sound 8
#end

#newweapon 802
#name "Thorned Claw"
#dmg 12
#att 0
#def 2
#len 4
#magic
#armorpiercing
#flail
#sound 11
#end

#newweapon 803
#name "Forest Sprites"
#dmg 5
#att 0
#def 0
#range 25
#nratt 4
#ammo 10
#nostr
#magic
#bonus
#sound 46
#flyspr 141 8
#end

#newweapon 804
#name "Bow of Loren"
#dmg 14
#att 0
#def 0
#range 45
#nratt 3
#ammo 25
#nostr
#magic
#armorpiercing
#sound 29
#flyspr 109 1
#end


#newarmor 250
#name "Ritual Painting"
#type 5
#prot 10
#def 4
#enc 0
#end

#newarmor 251
#name "Forest Cloak"
#type 5
#prot 5
#def 2
#enc 0
#end





#newmonster 1999
#name "Elven Warrior"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "Test"
#ap 12
#mapmove 2
#hp 10
#prot 0
#size 2
#str 10
#enc 3
#att 10
#def 14
#prec 12
#mr 12
#mor 10
#gcost 10
#rcost 5
#weapon 800
#armor 2
#armor 5
#armor 20
#forestsurvival
#heal
#nametype 109
#itemslots 15622
#stealthy 10
#poorleader
#nomagicleader
#noundeadleader
#end

#newmonster 2000
#name "Elven Archer"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "Test"
#ap 12
#mapmove 2
#hp 10
#prot 0
#size 2
#str 10
#enc 3
#att 10
#def 14
#prec 13
#mr 12
#mor 10
#gcost 15
#rcost 5
#weapon 264
#weapon 800
#armor 5
#forestsurvival
#heal
#nametype 109
#itemslots 15622
#stealthy 10
#okleader
#nomagicleader
#noundeadleader
#end

#newmonster 2001
#name "Glade Guard"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "Test"
#ap 12
#mapmove 2
#hp 10
#prot 0
#size 2
#str 10
#enc 3
#att 10
#def 14
#prec 13
#mr 12
#mor 10
#gcost 12
#rcost 15
#weapon 1
#weapon 800
#armor 3
#armor 5
#armor 20
#forestsurvival
#heal
#nametype 109
#itemslots 15622
#stealthy 10
#okleader
#nomagicleader
#noundeadleader
#end

#newmonster 2002
#name "Glade Rider"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "These warriors belong to the kindred who keep the rare herds of Elven steed in the realm of Loren. They ride in the open heaths around the great forest keeping away all intruders."
#ap 30
#mapmove 3
#hp 12
#prot 0
#size 3
#str 12
#enc 3
#att 10
#def 15
#prec 13
#mr 12
#mor 14
#gcost 30
#rcost 20
#weapon 1
#weapon 357
#weapon 56
#armor 3
#armor 6
#armor 20
#forestsurvival
#heal
#mounted
#nametype 109
#itemslots 13574
#stealthy 10
#okleader
#nomagicleader
#noundeadleader
#end

#newmonster 2003
#name "Unicorn"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "The Unicorn is a powerful creature resembling a very large horse with a single horn on its forehead, hooves as hard as iron and snorting breath like steam. It is a rare beast and difficult to master because it is more intelligent than other monsters. Unicorns have an aVersion to evil creatures and will not allow themselves to be tames or ridden by them.

Unicorns run wild in the Forest of Loren, one of the few places where they still can be found. A Unicorn may eventually be mastered by a man or elf through perseverance and trust. Unicorns are favored as mounts by Wood Elf mages. For some strange reason female mages tend to find it easier to win the trust of a Unicorn and ride one than anyone else."
#ap 25
#mapmove 3
#hp 20
#prot 10
#size 3
#str 14
#enc 2
#att 14
#def 16
#prec 11
#mr 16
#mor 14
#gcost 80
#rcost 1
#weapon 56
#weapon 330
#ambidextrous 2
#awe 3
#forestsurvival
#heal
#holy
#nametype 109
#itemslots 28672
#stealthy 12
#poorleader
#poormagicleader
#noundeadleader
#end

#newmonster 2004
#name "Wardancer"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "The shrine glades of Athel Loren are where the Wood Elves perform their arcane rituals. The heritage of the Wood Elves is recorded as much in ritual dances as in Elven runes or epic sagas. Every kindred has a band of ritual dancers who perform in the shrine glades, enacting the tales of Wood Elves lore and invoking the god. As well as ritual dances, there are deadly war dances that can be used in battle. The dancers who perform these dances also fight in battle as Wardancers.

Wardancers are exceptionally agile and swift, even for a race whose grace and speed is legendary. The frantic dances of the Elves are physically demanding beyond Human endurance, often Lasting for many days and nights.

Wardancers decorate their bodies for the ritual dances that they perform and do the same to go into battle, when the body painting and hairstyles become even more savage and ferocious to scare the enemy. Spiral patterns in natural plant dyes are daubed all over the body which may be whitened with lime or chalk to make the patterns show up better. The designs include ritual symbols such as the spiral of Life, Horns of Kurnous and Eyes of Isha, and many others."
#ap 15
#mapmove 2
#hp 12
#prot 0
#size 2
#str 12
#enc 1
#att 14
#def 20
#prec 12
#mr 14
#mor 14
#gcost 35
#rcost 7
#weapon 801
#weapon 801
#armor 250
#ambidextrous 3
#beserk 3
#fear 0
#forestsurvival
#heal
#holy
#noitem
#stealty 10
#okleader
#nomagicleader
#noundeadleader
#end

#newmonster 2005
#name "Forest Dryad"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "Forest Dryads are tree spirits - magical beings who dwell in trees and are capable of assuming the aspects of a particular tree or even shape-shifting into the form of a tree at will. The Forest of Loren is one of the Last refuges of these strange beings. Dryads do have a solid form, with flesh like pliable, green sapwood of a young tree. Their hair is like the foliage of a tree or may resemble moss and lichen. Dryads are not small creatures, they tend to be up to about twice the height of an Elf.

When they appear to Elves or Men in a friendly or alluring aspect, Dryads take on the semblance of a beautiful, lithe young woman with treelike characteristics. In place of hair, a cascade of green or autumn-coloured leafy foliage flows from their head, and their complexion is green, brown or even silvery-white. Dryads speak with strange, eerie sonorous voices able to charm or scare the unwary. Their long fingers are usually also dangerous weapons sprouting thorns or whip-like twigs. They are extremely spiteful and vengeful if offended or if the trees they inhabit are threatened or harmed.

Wood Elves are careful to placate these spirits and often ask them for help. Dryads trust and favour Wood Elves and will help them in many ways, even by assuming awesome and savage aspects to fight alongside the Elves in battle."
#ap 14
#mapmove 2
#hp 26
#prot 5
#size 2
#str 10
#enc 2
#att 12
#def 16
#prec 12
#mr 14
#mor 15
#gcost 120
#rcost 5
#weapon 250
#weapon 250
#ambidextrous 2
#awe 2
#female
#fireres -25
#forestsurvival
#heal
#holy
#magicbeing
#nametype 110
#neednoteat
#noitem
#regeneration 10
#stealthy 15
#secondshape 2006
#noleader
#okmagicleader
#noundeadleader
#end

#newmonster 2006
#name "Forest Dryad"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "Forest Dryads are tree spirits - magical beings who dwell in trees and are capable of assuming the aspects of a particular tree or even shape-shifting into the form of a tree at will. The Forest of Loren is one of the Last refuges of these strange beings. Dryads do have a solid form, with flesh like pliable, green sapwood of a young tree. Their hair is like the foliage of a tree or may resemble moss and lichen. Dryads are not small creatures, they tend to be up to about twice the height of an Elf.

When they appear to Elves or Men in a friendly or alluring aspect, Dryads take on the semblance of a beautiful, lithe young woman with treelike characteristics. In place of hair, a cascade of green or autumn-coloured leafy foliage flows from their head, and their complexion is green, brown or even silvery-white. Dryads speak with strange, eerie sonorous voices able to charm or scare the unwary. Their long fingers are usually also dangerous weapons sprouting thorns or whip-like twigs. They are extremely spiteful and vengeful if offended or if the trees they inhabit are threatened or harmed.

Wood Elves are careful to placate these spirits and often ask them for help. Dryads trust and favour Wood Elves and will help them in many ways, even by assuming awesome and savage aspects to fight alongside the Elves in battle."
#ap 14
#mapmove 1
#hp 26
#prot 15
#size 3
#str 14
#enc 3
#att 15
#def 16
#prec 12
#mr 14
#mor 15
#gcost 120
#rcost 5
#weapon 250
#weapon 250
#ambidextrous 2
#entangle
#fear 0
#female
#fireres -25
#forestsurvival
#heal
#holy
#magicbeing
#nametype 110
#neednoteat
#noitem
#regeneration 10
#stealthy 15
#firstshape 2005
#noleader
#okmagicleader
#noundeadleader
#end

#selectmonster 769
#name "Treant"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "The Forest of Loren is inhabited by many strange and ancient creatures, some as old as the forest itself. When the first Elves wandered into the forest they soon noticed that they were not alone in the woodlands. As intelligent and inquisitive as thhe Elves were they never came face to face with the gigantic, shadowy creatures they saw at the edges of the glades and groves. It was only after the Wood Elves had been swelling peacefully in the forest for several generations that the Treants of Loren befriended them.

The Treants had been watching and studying the Elves for a long time, deciding whether they were good or evil and seeing whether they harmed the forest. It was well for the Wood Elves that the Treants began to trust them, as Treants are powerful enemies and completely intolerant of creatures who threaten their forest home.

Treants are extremely large, at least two or three times the height of an Elf, with massive trunk-like legs and thick branching arms. When they stand still they can easily be mistaken for old gnarled trees with their clawed feet spreading into the ground like roots. Their flesh is tough and woody and their thick gnarled hide has the texture of dry cracked bark. Instead of blood they have sap and foliage or moss instead of hair. Their mouths, nostrils and eyes appear as deep cracks and knots in the bark-like exterior. Their branch-like arms end in horny talons resembling sharpened twigs.

The Wood Elves believe that Treants can communicate with trees, picking up Messages through the whispering of the leaves or even the eerie creaking of branches."
#clear
#clearspec
#ap 10
#mapmove 1
#hp 80
#prot 15
#size 4
#str 20
#enc 4
#att 15
#def 20
#prec 12
#mr 15
#mor 20
#gcost 400
#rcost 10
#weapon 802
#weapon 802
#weapon 803
#ambidextrous 3
#entangle
#fear 1
#fireres -100
#forestsurvival
#heal
#magicbeing
#nametype 109
#neednoteat
#noitem
#poisonres 50
#regeneration 10
#stealthy 10
#trample
#okleader
#okmagicleader
#noundeadleader
#end

#newmonster 2008
#name "Willow Dryad"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "Despite being twice as tall as an Elf, the Willow spirit moved swiftly and gracefully across the clearing. In its lithe and alluring female form, its pale green flesh glowed radiantly with the inner light of magical energy. The Dryad reached the ancient oak and ran a long-fingered hand over its rough, knobby bark. With a darting gaze the peculiar creature took in the whole of the grove's perimeter, the green orbs of its eyes apparently focusing on knots in the trees and twisted shapes within the thickets around it.

As the spirit continued to caress the wizened tree, others like it began to emerge from the shadows at the edge of the clearing. In the strange emerald half-light it almost seemed that some of the Dryads actually emerged from the trees themselves, their sylph-like bodies melting out of the trunks as if they were woody cocoons. They too began to stroke the huge oak until it was surrounded by a harem of affectionate females with bare flesh the hue of virgin sapwood. However, between the tender caresses, as if agitated, the sylvan women constantly glanced over their shoulders in the direction of the armed conflict.

All at once, without warnings, the Dryads' attitude towards the ancient oak changed. Rather than caressing the woody exterior, they began to strike at it with umbridled savagery. And as their attitude changed, so did their bodies, as the Dryads started to shape-shift. In their sudden fury the tree spirits began to magically assume the aspects of birch and willow, slender fingers transforming into rending talon-like thorns or extending, with a perceptible stretching sound, into long, lashing twigs."
#ap 14
#mapmove 2
#hp 32
#prot 5
#size 2
#str 12
#enc 2
#att 14
#def 18
#prec 12
#mr 15
#mor 16
#gcost 200
#rcost 5
#weapon 250
#weapon 250
#ambidextrous 2
#awe 3
#female
#fireres -25
#forestsurvival
#heal
#holy
#magicbeing
#nametype 110
#neednoteat
#noitem
#regeneration 10
#stealthy 15
#secondshape 2009
#noleader
#goodmagicleader
#noundeadleader
#end

#newmonster 2009
#name "Willow Dryad"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "Despite being twice as tall as an Elf, the Willow spirit moved swiftly and gracefully across the clearing. In its lithe and alluring female form, its pale green flesh glowed radiantly with the inner light of magical energy. The Dryad reached the ancient oak and ran a long-fingered hand over its rough, knobby bark. With a darting gaze the peculiar creature took in the whole of the grove's perimeter, the green orbs of its eyes apparently focusing on knots in the trees and twisted shapes within the thickets around it.

As the spirit continued to caress the wizened tree, others like it began to emerge from the shadows at the edge of the clearing. In the strange emerald half-light it almost seemed that some of the Dryads actually emerged from the trees themselves, their sylph-like bodies melting out of the trunks as if they were woody cocoons. They too began to stroke the huge oak until it was surrounded by a harem of affectionate females with bare flesh the hue of virgin sapwood. However, between the tender caresses, as if agitated, the sylvan women constantly glanced over their shoulders in the direction of the armed conflict.

All at once, without warnings, the Dryads' attitude towards the ancient oak changed. Rather than caressing the woody exterior, they began to strike at it with umbridled savagery. And as their attitude changed, so did their bodies, as the Dryads started to shape-shift. In their sudden fury the tree spirits began to magically assume the aspects of birch and willow, slender fingers transforming into rending talon-like thorns or extending, with a perceptible stretching sound, into long, lashing twigs."
#ap 14
#mapmove 1
#hp 32
#prot 15
#size 3
#str 16
#enc 3
#att 16
#def 18
#prec 12
#mr 15
#mor 16
#gcost 200
#rcost 5
#weapon 250
#weapon 250
#ambidextrous 2
#entangle
#fear 1
#female
#fireres -25
#forestsurvival
#heal
#holy
#magicbeing
#magicskill 6 2
#nametype 110
#neednoteat
#noitem
#regeneration 10
#researchbonus 4
#stealthy 15
#firstshape 2008
#noleader
#goodmagicleader
#noundeadleader
#end

#newmonster 2010
#name "Silver Unicorn"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "The legends of the Wood Elves relate that when time began, this was very painful for the gods trapped on earth, for they had never felt its touch before. Some sought refuge in the mountains, some went crazy and hurled themselves at the sky, trying to break out of their mortal prison. The beasts too were affected by time, which accentuated their bestial nature, and drove them half mad with pain and terror, so that they lost contact with their immortal reason and forgot how to speak.

The oldest and wisest beasts retained some of their intelligence, but they were so ashamed by their plight that they ran to the wildest places of the world to hide. Many became consumed with hatred and in their depravity wanted only to destroy.

The gods saw the beasts' pain, and wept for them. Where their tears fell to earth, springs formed and fountains gushed. The beasts that drank from these divine waters were salved, and became noble. These were the unicorn, the eagle and the dragon. Dragons have their own story, and their dark destiny, but the unicorn and the eagle have always stayed true. Blessed by the favour of the gods, the purity of their souls resists mortal corruption. Unicorns are doubly sacred to the Elves, for from the horn of the unicorn sprang the Elf steed, and from these are descended all the horse race."
#ap 25
#mapmove 3
#hp 30
#prot 10
#size 3
#str 15
#enc 2
#att 15
#def 18
#prec 12
#mr 17
#mor 16
#gcost 210
#rcost 1
#weapon 56
#weapon 330
#ambidextrous 2
#awe 5
#forestsurvival
#gemprod 4 1
#heal
#healer
#holy
#magicskill 6 1
#magicskill 4 1
#nametype 109
#itemslots 28672
#stealthy 12
#poorleader
#poormagicleader
#noundeadleader
#end

#newmonster 2011
#name "Glade Guard Champion"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "The Glade Guards are chosen from among the tallest and sturdiest Wood Elves and entrusted with the task of guarding the kindred's sacred glades. Bravest of all are those who guard the Oak of Ages in the heart of the forest. Glade Guards fight with stout thrusting spears shaped from tall straight staves of the ash tree, which are strong enough to unhorse a knight at full gallop.
#ap 12
#mapmove 2
#hp 14
#prot 0
#size 2
#str 12
#enc 3
#att 15
#def 16
#prec 13
#mr 12
#mor 14
#gcost 65
#rcost 15
#weapon 1
#weapon 800
#armor 3
#armor 5
#armor 20
#forestsurvival
#heal
#nametype 109
#itemslots 15622
#standard 10
#stealthy 10
#goodleader
#nomagicleader
#noundeadleader
#end

#newmonster 2012
#name "Wardancer Champion"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "Amongst the Wood Elves, the wardancers are the most feared warriors of all. Ordained at birth they spend their lives practising their spectacular battle skills that are famed and feared throughout the world.

Wardancers decorate their bodies with talismanic signs and symbols. These are not just to overawe the foe but also ward off hostile magic. Spirals and magical designs such as the sacred 'Eyes of Isha' are especially favoured and potent as magical protection. The designs are painted with dye made from berries and forest plants and shade of blue are most often used."
#ap 15
#mapmove 2
#hp 16
#prot 0
#size 2
#str 14
#enc 2
#att 15
#def 22
#prec 12
#mr 15
#mor 16
#gcost 150
#rcost 7
#weapon 801
#weapon 801
#armor 250
#ambidextrous 3
#beserk 5
#fear 0
#forestsurvival
#heal
#holy
#noitem
#stealty 10
#okleader
#nomagicleader
#noundeadleader
#end

#selectmonster 516
#name "Waywatcher"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "The elite scout and most skilled with bows become a Waywatcher."
#clear
#clearspec
#ap 14
#mapmove 3
#hp 12
#prot 0
#size 2
#str 12
#enc 3
#att 12
#def 16
#prec 15
#mr 14
#mor 15
#gcost 130
#rcost 10
#weapon 800
#weapon 804
#armor 251
#ambidextrous 2
#animalawe 2
#forestsurvival
#heal
#nametype 109
#itemslots 15622
#spy
#stealthy 20
#swampsurvival
#wastesurvival
#noleader
#nomagicleader
#noundeadleader
#end

#newmonster 2014
#name "Scout"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "test"
#ap 12
#mapmove 2
#hp 10
#prot 0
#size 2
#str 10
#enc 3
#att 10
#def 14
#prec 13
#mr 12
#mor 13
#gcost 40
#rcost 4
#weapon 264
#weapon 800
#armor 5
#animalawe 1
#forestsurvival
#heal
#nametype 109
#itemslots 15622
#spy
#stealthy 12
#noleader
#nomagicleader
#noundeadleader
#end

#newmonster 2015
#name "Glade Rider General"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "test"
#ap 30
#mapmove 3
#hp 16
#prot 0
#size 3
#str 14
#enc 3
#att 12
#def 18
#prec 13
#mr 14
#mor 16
#gcost 150
#rcost 26
#weapon 1
#weapon 357
#weapon 56
#armor 3
#armor 16
#armor 20
#forestsurvival
#heal
#mounted
#nametype 109
#itemslots 13574
#stealthy 10
#goodleader
#nomagicleader
#noundeadleader
#end

#newmonster 2016
#name "Moonlight Mistress"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "test"
#ap 25
#mapmove 3
#hp 20
#prot 10
#size 3
#str 12
#enc 3
#att 12
#def 16
#prec 13
#mr 18
#mor 16
#gcost 420
#rcost 10
#weapon 299
#weapon 330
#weapon 55
#awe 3
#female
#forestsurvival
#heal
#healer
#holy
#magicskill 4 2
#magicskill 6 3
#magicskill 51 1
#magicskill 8 3
#mounted
#nametype 110
#itemslots 13574
#stealthy 10
#goodleader
#okmagicleader
#noundeadleader
#end

#newmonster 2017
#name "Forest Priestess"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "test"
#ap 12
#mapmove 2
#hp 10
#prot 0
#size 2
#str 10
#enc 3
#att 10
#def 14
#prec 13
#mr 14
#mor 14
#gcost
#rcost 1
#weapon 7
#female
#forestsurvival
#heal
#holy
#magicskill 2 1
#magicskill 6 2
#magicskill 8 2
#nametype 110
#itemslots 15622
#stealty 10
#poorleader
#poormagicleader
#noundeadleader
#end

#newmonster 2018
#name "Elven Druid"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "test"
#ap 12
#mapmove 2
#hp 10
#prot 0
#size 2
#str 10
#enc 3
#att 12
#def 14
#prec 13
#mr 12
#mor 14
#gcost
#rcost
#weapon 7
#animalawe 4
#entangle
#forestsurvival
#heal
#healer
#magicskill 3 1
#magicskill 6 2
#nametype 109
#itemslots 15622
#stealty 10
#poorleader
#poormagicleader
#noundeadleader
#end

#newmonster 2019
#name "Elven Elder Druid"
#spr1 "/FOL_Animation/Units/test.tga"
#spr2 "/FOL_Animation/Units/test.tga"
#descr "test"
#ap 12
#mapmove 2
#hp 10
#prot 0
#size 2
#str 10
#enc 3
#att 12
#def 14
#prec 13
#mr 14
#mor 15
#gcost
#rcost
#weapon 7
#animalawe 6
#entangle
#forestsurvival
#heal
#healer
#magicskill 3 2
#magicskill 6 3
#nametype 109
#itemslots 15622
#stealty 10
#poorleader
#poormagicleader
#noundeadleader
#end




#selectnation 10
#name "Forest Of Loren"
#descr "test"
#summary "test"
#brief "test"
#flag "/FOL_Animations/Icons/FOL_Flag.tga
#color 0.0 1.0 0.0
#clearrec

#addrecunit 1999
#addrecunit 2000
#addrecunit 2001
#addrecunit 2002
#addrecunit 2004
#addrecunit 2003
#addrecunit 2005


#addreccom 2014
#addreccom 2011
#addreccom 2012
#addreccom 2015
#addreccom 2010
#addreccom 2008
#addreccom 2018
#addreccom 2019
#addreccom 2017
#addreccom 2016

#idealcold 0
#nothemes
#clearheroes

#defcom1 2018
#defcom2 2012
#defunit1 2000
#defunit2 2015

#defmult1 30
#defmult2 20

#startcom 2011
#startunittype 2001
#startunitnbrs 20
#startscout 2014

#poppergold 180
#resourcemult 70
#supplymult 120
#unresthalfinc 50
#unresthalfres 100
#eventisrare 20

#turmoilincome 3
#turmoilevents 5

#deathincome 6
#deathsupply 25
#deathdeath 4

#slothincome 2
#slothresources 5

#coldincome 5
#coldsupply 10

#misfortune 10
#luckevents 5

#end



Thilock_Dominus January 8th, 2005 07:46 AM

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!


It says

Quote:


orion@Universe:~ $ dom2
Något gick fel!
bad armor for new monster
Något gick fel!
bad armor for new monster
Aborted
orion@Universe:~ $


Hmmm....wondering what's wrong with the armor

Kristoffer O January 8th, 2005 07:58 AM

Re: Working on a new mod
 
Perhaps the armor numbers are limited to 200 or something. Try a lower one.

Thilock_Dominus January 8th, 2005 08:15 AM

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

Arralen January 8th, 2005 08:58 AM

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".

Thilock_Dominus January 8th, 2005 09:04 AM

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:


Något gick fel!
FSA: Bad tga file
Något gick fel!
FSA: Bad tga file
Aborted
orion@Universe:~ $



Boron January 8th, 2005 09:54 AM

Re: Working on a new mod
 
Quote:

Thilock_Dominus said:

#newweapon 801
#name "Ritual Sword"
#dmg 6
#att 1
#def 2
#len 2
#magic
#armorpiercing
#sound 8
#end

#newweapon 802
#name "Thorned Claw"
#dmg 12
#att 0
#def 2
#len 4
#magic
#armorpiercing
#flail
#sound 11
#end

#newweapon 804
#name "Bow of Loren"
#dmg 14
#att 0
#def 0
#range 45
#nratt 3
#ammo 25
#nostr
#magic
#armorpiercing
#sound 29
#flyspr 109 1
#end


#newmonster 2004
#name "Wardancer"
#ap 15
#mapmove 2
#hp 12
#prot 0
#size 2
#str 12
#enc 1
#att 14
#def 20
#prec 12
#mr 14
#mor 14
#gcost 35
#rcost 7
#weapon 801
#weapon 801
#armor 250
#ambidextrous 3
#beserk 3
#fear 0
#forestsurvival
#heal
#holy
#noitem
#stealty 10
#okleader
#nomagicleader
#noundeadleader
#end



Your weapons look extremely scary .
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 .

Thilock_Dominus January 8th, 2005 10:12 AM

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.

Thilock_Dominus January 8th, 2005 11:27 AM

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?

Endoperez January 8th, 2005 11:35 AM

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.

Azhur January 9th, 2005 07:37 AM

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

Vicious Love January 9th, 2005 10:50 AM

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.

Thilock_Dominus January 9th, 2005 11:08 AM

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.

Vicious Love January 9th, 2005 03:41 PM

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.

Thilock_Dominus January 9th, 2005 04:32 PM

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

Endoperez January 10th, 2005 04:55 PM

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.

Thilock_Dominus January 10th, 2005 05:36 PM

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?

Endoperez January 10th, 2005 05:54 PM

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.

Thilock_Dominus January 10th, 2005 05:57 PM

Re: Working on a new mod
 
First two screenshots

1515x1076
Main Page with the mod enable

Elven Archers

Thilock_Dominus January 10th, 2005 06:09 PM

Re: Working on a new mod
 
Quote:

Endoperez said:
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.

In what resolution did you ran?

Endoperez January 11th, 2005 12:32 PM

Re: Working on a new mod
 
1280x1028, but I tested it at 640xsomething and the result was same. When windowed, DomII seems to default to its "natural" resolution.

Thilock_Dominus January 11th, 2005 02:03 PM

Re: Working on a new mod
 
Okay, I'll give it a shot.

Arralen January 12th, 2005 05:48 AM

Re: Working on a new mod
 
Quote:

Endoperez said:When windowed, DomII seems to default to its "natural" resolution.

Unless you change the window size using the command line switch "--res xxx yyy". Make shure you keep the proportions, though http://forum.shrapnelgames.com/images/smilies/wink.gif

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 ...

Thilock_Dominus January 12th, 2005 04:44 PM

Re: Working on a new mod
 
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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