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

Amos October 4th, 2006 11:20 AM

Blood Elves
 
1 Attachment(s)
Version 0.32

WraithLord October 4th, 2006 11:39 AM

Re: New Mod: Blood Elves
 
Amos, I would gladly help in whatever way I can.
Please tell me what is missing in the mod or else how you want me to go about adding the descriptions.

Oh, and the sprites are beautiful (as is the standard in your mods http://forum.shrapnelgames.com/images/smilies/happy.gif )

Amos October 4th, 2006 11:51 AM

Re: New Mod: Blood Elves
 
Thx http://forum.shrapnelgames.com/images/smilies/happy.gif

Until they release the Mod manual there is nothing to be done except writing the descriptions. I'll try to do some things today, but tomorrow my PC will be gone for a week or more.

DominionsFan October 4th, 2006 11:58 AM

Re: New Mod: Blood Elves
 
Ouch!!! The transparency color is black and the shadow color is magenta? Arghhhhh! Now I will have to replace those. http://forum.shrapnelgames.com/image...es/biggrin.gif

Amos October 4th, 2006 12:11 PM

Re: New Mod: Blood Elves
 
DominionsFan the final images should be on black background. I draw them on white and view them on grey because some are too dark to be viewed on black.

http://img175.imageshack.us/img175/6940/chohei1azw4.jpg http://img175.imageshack.us/img175/5...mander1oa3.jpg http://img169.imageshack.us/img169/2439/blood1agx3.jpg http://img175.imageshack.us/img175/525/lord1afm3.jpg http://img301.imageshack.us/img301/9...hdruid1dm8.jpg http://img178.imageshack.us/img178/1848/master1sn0.jpg

DominionsFan October 4th, 2006 12:16 PM

Re: New Mod: Blood Elves
 
Quote:

Amos said:
DominionsFan the final images should be on black background. I draw them on white and view them on grey because some are too dark to be viewed on black.

http://img175.imageshack.us/img175/6940/chohei1azw4.jpg http://img175.imageshack.us/img175/5...mander1oa3.jpg http://img169.imageshack.us/img169/2439/blood1agx3.jpg http://img175.imageshack.us/img175/525/lord1afm3.jpg

I see. Well I thought that the transparency color is the magenta, and the shadow's color is black. No problems anyways, since so far I only photoshopped miniature units, and as some people in a previous thread point out, it might be against the copyright laws, so maybe I will have to use the units from the game and photoshop those, also I will draw units myself. [Im waiting for an answer from Wizards of the Coast about this issue first of course, because it would be neat to use up miniature photos.]

Amos October 4th, 2006 12:21 PM

Re: New Mod: Blood Elves
 
No one will take you to court if you dont sell what you rip.

WraithLord October 4th, 2006 12:22 PM

Re: New Mod: Blood Elves
 
Quote:

Amos said:
Thx http://forum.shrapnelgames.com/images/smilies/happy.gif

Until they release the Mod manual there is nothing to be done except writing the descriptions. I'll try to do some things today, but tomorrow my PC will be gone for a week or more.

For writing the descriptions I need to be familiar with their concept, which I'm not http://forum.shrapnelgames.com/images/smilies/frown.gif

Were these Salvatore's dark elves, or warhammer's elves I could have gotten right into it...

Daynarr October 4th, 2006 12:26 PM

Re: New Mod: Blood Elves
 
Transparency color for flags is pure black (0,0,0 RGB scale). I assume its the same for unit sprites.

Amos October 4th, 2006 12:28 PM

Re: New Mod: Blood Elves
 
Quote:

Were these Salvatore's dark elves, or warhammer's elves I could have gotten right into it...

Think Warhammer's Dark Eldar. Main idea for the mod is that the elite is seeded with blood spores to become Hamadryads (essentially Tree Lords without magic). Every battle field leaves behind Forests of Hamadryads to hold the territory. I wrote very basic descriptions for most of them in excel.

Thilock_Dominus October 4th, 2006 01:59 PM

Re: New Mod: Blood Elves
 
You can also choose transparent background in your paint program. It'll do the same trick.

JaydedOne October 4th, 2006 02:55 PM

Re: New Mod: Blood Elves
 
Those are beautiful sprites.

Well done.

WraithLord October 4th, 2006 04:45 PM

Re: New Mod: Blood Elves
 
Quote:

Amos said:
Quote:

Were these Salvatore's dark elves, or warhammer's elves I could have gotten right into it...

Think Warhammer's Dark Eldar without the Chaos corruption. Main idea for the mod is that the elite is seeded with blood spores to become Hamadryads (essentially Tree Lords without magic). Every battle field leaves behind Forests of Hamadryads to hold the territory. I wrote very basic descriptions for most of them in excel.

For Warhammer I'm familiar with dark, high and wood elves, but I can google some to learn about Dark eldar. I can also use your basic descriptions from the excel and possibly add to them.

Amos October 4th, 2006 07:26 PM

Re: New Mod: Blood Elves
 
Dark Eldar are from Warhammer 40k universe.

I have completed the basic descriptions for all the units and updated the zip at the beginning of this thread.

Amos October 5th, 2006 05:18 AM

Re: New Mod: Blood Elves
 
This will be the pretender for this mod:

http://img205.imageshack.us/img205/8629/demon1tb6.jpg

Shovah32 October 6th, 2006 07:02 PM

Re: New Mod: Blood Elves *DELETED*
 
Post deleted by Shovah32

WraithLord October 7th, 2006 04:02 PM

Re: New Mod: Blood Elves
 
Thanks Shovah32. I'll both send you the list of units in the mod and take a look at www.40konline.coms.

Shovah32 October 7th, 2006 04:30 PM

Re: New Mod: Blood Elves
 
whoops, that was meant to be .com (im guessing you figured that out but..)

WraithLord October 7th, 2006 06:40 PM

Re: New Mod: Blood Elves
 
Quote:

Shovah32 said:
whoops, that was meant to be .com (im guessing you figured that out but..)

I have sent you a PM with the units list. thanks!

Shovah32 October 7th, 2006 10:01 PM

Re: New Mod: Blood Elves
 
Ive sent some help for now, hope it helps.

Amos October 9th, 2006 11:46 AM

Re: New Mod: Blood Elves
 
I'm back. I'll start adding a few more units and descriptions. I have only borrowed an atmosphere and some names from the Dark Eldar. The units are all original or very loosely based on Dark Eldar.


WraithLord October 9th, 2006 06:20 PM

Re: New Mod: Blood Elves
 
Quote:

Shovah32 said:
Ive sent some help for now, hope it helps.

Thanks Shovah32. I've forwarded it to Amos as I've run into some shortage of time due to R.L. constraints.

And BTW Shovah32, are you the one and same as Shovah?

Amos October 9th, 2006 06:41 PM

Re: New Mod: Blood Elves
 
I'm finalizing the units and their names and will finish the first version of the mod in 1-2 days.

I find new Mod manual very confusing. The tables are all over the place. The old manual was much better IMHO. Where can I get a resource cost of items?

Amos October 10th, 2006 04:58 PM

Re: New Mod: Blood Elves *DELETED*
 
Post deleted by Amos

Amos October 10th, 2006 05:22 PM

Re: New Mod: Blood Elves *DELETED*
 
Post deleted by Amos

Shovah32 October 11th, 2006 01:29 AM

Re: New Mod: Blood Elves
 
Indeed i am Wraithlord, could remember my login name so i justmade a new account.

Amos October 11th, 2006 07:47 AM

Re: New Mod: Blood Elves
 
First release version.

Known bugs:
-Head armor is /2 for some reason
-Awe is -1
-I still dont get the age thing
-Dont know how to fix a name on a Hero
-Poisonous weapons dont poison(dont seem to have poison effect on them)
-Anti-demonic weapons ether dont show the dmg type or like weapons with poison effect on them dont do anything(so I'm changing it to holy dmg until the patch)

Amos October 11th, 2006 03:54 PM

Re: New Mod: Blood Elves
 
Version 0.4

-Alfar Homunculus and Hamadryad loose all magic after shapeshift.
-Added weak poison to some weapons.
-Minor changes to sprites.

Frostmourne27 October 11th, 2006 11:00 PM

Re: New Mod: Blood Elves
 
IIRC poison didn't work on weapons in Dom2, you had to mod a poisoned weapon to get the poison effect. Maybe that is your problem.

Amos October 12th, 2006 09:27 AM

Re: New Mod: Blood Elves
 
Quote:

you had to mod a poisoned weapon to get the poison effect

What do you mean? I created weapons with poison effect in Dom2 but I never tested them myself so I have no way of knowing if they worked as intended.
I give a normal weapon secondary effect from 50-54. Am I doing it wrong?

I could have given them poisonous swords already in the game but I didnt want them to get magical weapons.

Amos October 12th, 2006 10:11 AM

Re: New Mod: Blood Elves
 
Frostmourne27 read my previous post pls. I jumped page with this one.

Version 0.5

-Most of the units got Poison resistance
-Lord Militant got Immortality (there was no point in buying him before too many cheap commanders)
-Minor graphic change to Light

Going to post bugs at the beginning of the thread.

Talleyrand October 12th, 2006 07:55 PM

Re: New Mod: Blood Elves
 
Wow, those units look amazing! I hope you get the kinks worked out of this mod because I would love to play it.

Frostmourne27 October 12th, 2006 10:54 PM

Re: New Mod: Blood Elves
 
IIRC, you are correct about how to do it, but I think that in Dom2, even if you gave them the poison effect in the mod file, they never got it in game. However, you could take an exsisting weapon, change it (totally, if you wanted) and get a poisonned weapon that worked. That may have changed though.

Amos October 13th, 2006 12:34 AM

Re: New Mod: Blood Elves
 
Added this version to the first post.

Frostmourne27 October 14th, 2006 03:18 PM

Re: New Mod: Blood Elves
 
I can't: my copy STILL hasn't arrived. Canada post is REALLY lazy.

Talleyrand October 15th, 2006 12:18 AM

Re: New Mod: Blood Elves
 
I like these units. I think I found a bug though. The Vermillion Commander likes to charge right into the frey even when you set his orders to stay behind his troops. It's gotten to be where I have to place him on the far left side of the formation grid and pray most of the opposition is dead or dying before he runs in and gets himself killed.

Some more thoughts:

The Alfar Archers seem way too good for their cost. I'm still new to this game but I've never seen archers as accurate as these guys are. Not even close. Every single one of their arrows hits something. I usually play Early Age though so maybe archers are just better Late Age? I would still either give them weaker weapons or increase their cost.

And while I like the lore for the Grotesques and think their unit graphic is cool as all hell, I just don't see the point in buying them. Their attack skill is way low and their protection is too, so you almost never hit anything and are always getting hit by something. Maybe add trample?

I love all the different commanders though and some of the units are really cool, especially Prince of Many Faces. The lore is top-knotch as well. Thanks for putting this little beauty together. It inspires me to try and create a faction of my own.

Amos October 15th, 2006 12:51 AM

Re: New Mod: Blood Elves
 
Forts are in.

Thanks for the praise.

Quote:

The Alfar Archers seem way too good for their cost. I'm still new to this game but I've never seen archers as accurate as these guys are. Not even close. Every single one of their arrows hits something.

They are elven archers after all. The bow is only good against lightly armored opponents. Should be useless against heavy armor. I'll play a few games and see if they are unbalanced (I havent been able to play a single game since I got Dom 3 because of the mods http://forum.shrapnelgames.com/image...es/redface.gif ).

Quote:

And while I like the lore for the Grotesques and think their unit graphic is cool as all hell, I just don't see the point in buying them. Their attack skill is way low and their protection is too, so you almost never hit anything and are always getting hit by something.

Grotesques are intended for use against blood heavy nations that use a lot of demonic summons. Made Grotesques armor=19 (as intended but somehow I forgot about it. Tnx Talleyrand).


Quote:

I think I found a bug though. The Vermillion Commander likes to charge right into the frey even when you set his orders to stay behind his troops. It's gotten to be where I have to place him on the far left side of the formation grid and pray most of the opposition is dead or dying before he runs in and gets himself killed.


Command him to Hold,Hold...Hold(or Cast Hold) then Fire Closest. I had no problem with him even with Heroic Quickness with 60 AP.

Amos October 15th, 2006 12:31 PM

Re: New Mod: Blood Elves
 
Made bows:

-less dmg
-less accurate
-non magic (that one was a mistake before)

Shovah32 October 15th, 2006 02:19 PM

Re: New Mod: Blood Elves
 
If you intent grotesques to be used vrs blood nations then they really need a boost since the blood summons people actually use (devils, fiends of darkness ect) have very nice defence.

Amos October 15th, 2006 02:54 PM

Re: New Mod: Blood Elves
 
Grotesque fixed.

Shovah32 October 15th, 2006 06:46 PM

Re: New Mod: Blood Elves
 
Also, blood elf forts (if they are used by a human at least) would be impossible to capture (oh look, i get a 1000 castle defence bonus from a 140 gold unit)

Amos October 15th, 2006 07:22 PM

Re: New Mod: Blood Elves
 
I removed the defense bonus(its broken). You must be using an older version.

Amos October 16th, 2006 12:52 AM

Re: New Mod: Blood Elves
 
Unless there are problems, this will be the last update for this mod until the patch.

Amos November 4th, 2006 03:16 AM

Re: New Mod: Blood Elves
 
New version 0.18

Uh-Nu-Buh November 4th, 2006 07:19 PM

Re: New Mod: Blood Elves
 
Awesome Mod, Amos. Very well done.

sube November 6th, 2006 03:27 PM

Re: New Mod: Blood Elves
 
Hey Amos,

looks like the Alfar Bow has precision 20 and no rcost, is that on purpose?

Amos November 7th, 2006 08:26 AM

Re: New Mod: Blood Elves
 
Nope, missed it. The change is negligible anyway, but quick fix uploaded.

sube November 7th, 2006 12:19 PM

Re: New Mod: Blood Elves
 
OK i see the fix. But precision = 20 is intented? It means that the archer is shooting with like precision 32 (just asking, might well be intentional)

And btw I checked head armour in this mod, it gives half value as you claim (e.g. 36 --> 18), however if I check a modded helm in a mod i made, that one behaves correctly... (21 --> 21) And apart for the specific values used, my code looks the same as yours. But I'll go back to that

However, great mod this one!

Amos November 7th, 2006 12:33 PM

Re: New Mod: Blood Elves
 
Quote:

But precision = 20 is intented? It means that the archer is shooting with like precision 32

It is intentional. And while they are quite accurate, the archers are crap against armored opponents.

Quote:

And btw I checked head armour in this mod, it gives half value as you claim (e.g. 36 --> 18), however if I check a modded helm in a mod i made, that one behaves correctly... (21 --> 21) And apart for the specific values used, my code looks the same as yours.

There is not much room for error in armor modding so its a bug.

Endoperez November 7th, 2006 01:01 PM

Re: New Mod: Blood Elves
 
Quote:

Amos said:
Quote:

But precision = 20 is intented? It means that the archer is shooting with like precision 32

It is intentional. And while they are quite accurate, the archers are crap against armored opponents.

Their missiles will always hit at range 25 or less. ALWAYS. Whatever square they choose to target, they hit. And even at range 50, the arrows won't deviate more than 1.16 squares. They will probably deviate less.

Formulas:
Precision over 10 is counted as twice as big, so prec 32 is counted as 54 in the formulas.

Range before deviation:
Prec/2 - 2 = 54 / 2 -2 = 27-5 = 25

Maximum amount of deviation is (range * 1.25 /Prec). So the range, e.g. 50, is multiplied by 0.023.




That high precision is very extreme in Dominions statistics. It could cause weird things, like 100 bowmen targetting the same square and more than half of them hitting the one square. Using bows with prec 5 (and archers with prec 12) would allow deviation at range 12 or more, and the maximum amount of deviation would be (Range * 0,052) or about (Range/20). Maximum of two squares at range 40, maximum of one at range 20. That's STILL very good. Your is just extreme.


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