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Stygian Corruption
1 Attachment(s)
Version 0.39
Summons: Mater Mundi -> Bonded Enforcer x 2 Lord Judge -> Bonded Hound Lord Arbiter -> Bonded Pike x 3 Despoiler -> Bonded Undead x 5 |
Re: Mod: Stigian Corruption
Downloaded and tried a small map, one AI enemy. I ascended before year two lol,
The pros... The graphics are awesome! Excellent job ripping/redoing these graphics from whatever game they are from. The shadows are great, none of the units look ugly at all. The nation has a consistent feel to it, and the "banner" for the nation has a very unique look i really like. The cons... WoW, take everything good about any nation in dominions 3 and put it into a nation and you got this one. Glamour units, strong assassin, unmatched morale, ulmish type heavy armor units, flankers, a solid bless unit, insane magic picks on commanders (for late era), stealth armies, tramplers, regen, recuperation, atleast one commander GENERATES blood slaves, holy 4 priests. As i found out in my first game, a regular nation is no match for this one. In it's current form, this nation is way too overpowered, but fun and thematic to play single player. If no balance is added, I will probably still use this mod as a challenging AI opponent. Only other con I can mention is the generic title of the nation "Fallen Nation". A mod with such beautiful graphics and a solid theme deserves a little more time spent on the name. EDIT: Forgot to add... The Nation specific pretender is a holy4 priest. I am not sure if this is intentional but the idea behind priests in dominions I believe is they worship the pretenders. A Pretender being a priest of a faith that worships him seems a bit odd. |
Re: Mod: Stigian Corruption
I'll download it and have a look.
I think giving holy magic to pretender didn't work, so you might want to test if a Holy 4 commander can be a pretender at all. It might not work. |
Re: Mod: Stigian Corruption
It seemed to work in my initial test game. The pretender was able to bless my troops. Gonna double check and run a larger game.
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Re: Mod: Stigian Corruption
Endoperez Holy power works on a pretender. As I told you else where you need to make him sacred for it to work. Thats what "no holiness" error means.
Foodstamp try fighting Blood Elves on a small map. I got slaughtered by the archers. Most of the units in this mod got no armor protection. |
Re: Mod: Stigian Corruption
Will do, I just toppled my nearest enemy on a medium map at "early fall, first year" so gonna go ahead and call it quits on this game.
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Re: Mod: Stigian Corruption
I'll play with balance some more tomorrow. If you think this is overpowered, the original mod made them all into gods http://forum.shrapnelgames.com/image...es/redface.gif. "Nephilim" means fallen. I can just call them Nephilim nation but its the same thing. There is a controversy about giving pretender holy powers. As you can see I'm for it.
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Re: Mod: Stigian Corruption
Ok tried blood elves versus the stigian on a 15 province map. They seem a good and equal match for one another. But when compared to the other nations, they are gods among ants.
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Re: Mod: Stigian Corruption
Removed ethereality from Harlequin and posted. It was a bit too much.
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Re: Mod: Stigian Corruption
Was it a standard god or did you build one from a non-standard unit? What nation number is it filling?
It might be fun to build a large scenario around this. A really big map, a particularly good position for this nation such as in the middle with lots of bottlenecks around it. Give it extra starting units, some prime equipment, start it with a few neighbor provinces with prime population types and magic sites. Then declare the scenario as being "Human players are highly recommended to make alliances agaisntthe AI" Gandalf Parker |
Re: Mod: Stigian Corruption
It is a custom made god. The nation number is 72.
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Re: Mod: Stigian Corruption
Ver. 0.17
Made armor much lighter. Should make Gate Keepers less invincible. |
Re: Mod: Stigian Corruption
Tangential question - what does the "no holiness" error mean? I'm working on a mod, and it always generates such an error....
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Re: Mod: Stigian Corruption
You gave holy powers to someone who doesnt have a #holy command.
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Re: Mod: Stigian Corruption
I tried experimenting with names but either I'm missing something or custom naming is bugged.
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Re: Mod: Stigian Corruption
New version 0.18
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Re: Mod: Stigian Corruption
I miss the old bengehenom. Boosting his natural prot to 10(or giving him a head slot) and his health to 50 or 60(and a nice gold boost to around 350) might make him a bit more useful.
Or you could make him a blood summon again and return him to power (damn he was fun) |
Re: Mod: Stigian Corruption
I'll see what I can do with the new spell system. Do you miss the old sprite as well? Pathwalker could get the new daemon sprite (I wanted to use Pathwalker's sprite for Horror mod anyway) and Bengehenom will get his old sprite back. The Wing Pass will get the correct feeblemind effect.
#secondaryeffectalways is still bugged so I made feeblemind a secondary effect only. I'll also add two more misc slots. |
Re: Mod: Stigian Corruption
I'll change him to something like this
http://img292.imageshack.us/img292/5...ehenom4hx4.jpg I'll finish it soon and post it. Until we can make national spells, the Bengehenom and Pathwalker will remain purchasable. |
Re: Mod: Stigian Corruption
Actually, we can make national spells now. Get the patch and then check the spell modding part of the modding manual... http://forum.shrapnelgames.com/images/smilies/wink.gif
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Re: Mod: Stigian Corruption
New spells can be done, but not researchable national spells. And there've been reports that state that national spells are currently totally impossible.
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Re: Mod: Stigian Corruption
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Re: Mod: Stigian Corruption
New version 0.19
New sprites for Bengehenom and Pathwalker. Weapon changes for Bengehenom. P.S. Almost finished with the sprites for Horror mod, but I'll wait for the national spells fix to start working on mod itself. |
Re: Mod: Stigian Corruption
Thank you, yes i did also miss his old sprite (he looks kick-*** again)
Cant wait for horror mod either. |
Re: Mod: Stigian Corruption
Changing Pathwalker again. I'm going to use the sprite for Horror mod. Uploading this sprite instead
http://img87.imageshack.us/img87/845...walker1eq1.jpghttp://img150.imageshack.us/img150/2...alker1aih2.jpg |
Re: Mod: Stigian Corruption
Version 0.20
Minor graphical changes. Minor unit changes. Castle defense for "Gate Keeper" is 7 instead of 30. "Bengehenom", "Pathwalker" and "Guardian" are now summonable. Lilith can seduce. |
Re: Mod: Stigian Corruption
You left some pink at the bottom...
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Re: Mod: Stigian Corruption
Quote:
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Re: Mod: Stigian Corruption
Oh, the game reads that as a shadow... Now I feel like an idiot. Sorry, folks.
Anyways, I really like the mod. I'm keeping it permanently enabled now. I can't suggest any improvements, though. And I've had no trouble with national ritual, and combat summons, and haven't tried any others. |
Re: Mod: Stigian Corruption
Combat summons? There are 3 national summons: 2 commanders and 1 unit(Guardian). If there are combat summons then its either a bug or its not mine.
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Re: Mod: Stigian Corruption
No, I was just responding to some reports that national summons are impossible. Never mind...
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Re: Mod: Stigian Corruption
Version 0.21
-Made bonded summonable -Changed some sprites -Other minor changes |
Re: Mod: Stigian Corruption
Version 0.23
Mater Mundi summons 2 enforcers; Lord Arbiter summons 3 pikes; Despoiler summons 5 undead. |
Re: Mod: Stigian Corruption
Gave the "Pathwalker" four hands (he had two). He has 4 in "Nephilim" mod but I forgot to change that in "Stigian Corruption".
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Re: Mod: Stigian Corruption
Amos, do all your nations from a certain age work together? For example can I put all your late era nations in one game without conflicts?
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Re: Mod: Stigian Corruption
Unless I made a mistake, yes they should work together.
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Re: Mod: Stigian Corruption
Version 0.24
-Added 4 more units; -Changed some sprites; -Changed prices. |
Re: Mod: Stigian Corruption
Version 0.25
Key Keeper uses magic missile now. |
Re: Mod: Stigian Corruption
Version 0.26
-Despoiler is undead (added poison and cold resists, removed ethereal); -Changes to inventories. |
Re: Mod: Stigian Corruption
You were going to play with balance. Is this a player nation, or is it still a better AI.
And is there any way you could split this and bring back the "early version made them all like gods" that you talked about? http://forum.shrapnelgames.com/images/smilies/evil.gif |
Re: Mod: Stigian Corruption
This is definitely an AI nation. I mean, most of them have magic weapons that kill in one stroke. If that's not AI nation I don't know what is. No amount of balancing can change that with this mod. I changed prices so that it felt more like a vanilla nation, but it can never be balanced against one.
Quote:
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Re: Mod: Stigian Corruption
Gave "Death Adept" wastesurvival, okleader and 1 holy. Lowered his magic resistance to 15.
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Re: Mod: Stigian Corruption
I just got a black archon tga missing error when using the,... despoiler I think, to summon allies.
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Re: Mod: Stigian Corruption
Oups, there was a mistake. Fixed and uploaded (Dark Archon is a hero I added from Chaos Wars but forgot to change sprite info and add the sprite to the correct folder).
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Re: Mod: Stigian Corruption
Minor sprite changes.
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Re: Mod: Stigian Corruption
Version 0.27
Gave Bonded Undead and Forward Enforcer a sheol sword. The impact is minor but I made the sprites with sheol weapons in mind and later forgot to make them. |
Re: Mod: Stigian Corruption
Changed Blood prices:
Guardian - 8 Bengehenom - 18 Pathwalker - 66 |
Re: Mod: Stigian Corruption
Added one more undead for the Despoiler to conjure.
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Re: Mod: Stigian Corruption
I was working on another spell for the nation and I noticed that I use the same picture of angel as did Kristoffer http://forum.shrapnelgames.com/images/smilies/happy.gif. I guess we use the same sources for our sprites.
Version 0.28 Added another summoning spell. |
Re: Mod: Stigian Corruption
Gave Nomad Warrior leather cuirass.
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