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Blood Elves
1 Attachment(s)
Version 0.32
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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 ) |
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. |
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
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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 |
Re: New Mod: Blood Elves
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Re: New Mod: Blood Elves
No one will take you to court if you dont sell what you rip.
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Re: New Mod: Blood Elves
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Were these Salvatore's dark elves, or warhammer's elves I could have gotten right into it... |
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.
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Re: New Mod: Blood Elves
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Re: New Mod: Blood Elves
You can also choose transparent background in your paint program. It'll do the same trick.
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Re: New Mod: Blood Elves
Those are beautiful sprites.
Well done. |
Re: New Mod: Blood Elves
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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. |
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Re: New Mod: Blood Elves *DELETED*
Post deleted by Shovah32
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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.
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whoops, that was meant to be .com (im guessing you figured that out but..)
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Re: New Mod: Blood Elves
Ive sent some help for now, hope it helps.
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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.
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Re: New Mod: Blood Elves
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And BTW Shovah32, are you the one and same as Shovah? |
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? |
Re: New Mod: Blood Elves *DELETED*
Post deleted by Amos
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Re: New Mod: Blood Elves *DELETED*
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Re: New Mod: Blood Elves
Indeed i am Wraithlord, could remember my login name so i justmade a new account.
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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) |
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. |
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.
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Re: New Mod: Blood Elves
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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. |
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. |
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.
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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.
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Re: New Mod: Blood Elves
Added this version to the first post.
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Re: New Mod: Blood Elves
I can't: my copy STILL hasn't arrived. Canada post is REALLY lazy.
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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. |
Re: New Mod: Blood Elves
Forts are in.
Thanks for the praise. Quote:
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Re: New Mod: Blood Elves
Made bows:
-less dmg -less accurate -non magic (that one was a mistake before) |
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.
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Re: New Mod: Blood Elves
Grotesque fixed.
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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)
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Re: New Mod: Blood Elves
I removed the defense bonus(its broken). You must be using an older version.
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Re: New Mod: Blood Elves
Unless there are problems, this will be the last update for this mod until the patch.
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Re: New Mod: Blood Elves
New version 0.18
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Re: New Mod: Blood Elves
Awesome Mod, Amos. Very well done.
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Re: New Mod: Blood Elves
Hey Amos,
looks like the Alfar Bow has precision 20 and no rcost, is that on purpose? |
Re: New Mod: Blood Elves
Nope, missed it. The change is negligible anyway, but quick fix uploaded.
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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! |
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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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