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-   -   Mod: Reign of the Vampiri (http://forum.shrapnelgames.com/showthread.php?t=32169)

Amos December 6th, 2006 10:02 AM

Reign of the Vampiri
 
1 Attachment(s)
Version 0.27


Added hot fixes for blessing type spells by Dr. Praetorious.

Amos December 8th, 2006 03:40 PM

Re: New Mod: Reign of the Vampiri
 
I didnt like the plume on "Maester", so I changed the helm a bit.

WraithLord December 8th, 2006 08:32 PM

Re: New Mod: Reign of the Vampiri
 
Only had enough time to glimpse the mod. Its very pretty!
I hope to have time to play test is soon...

Ighalli December 8th, 2006 10:14 PM

Re: New Mod: Reign of the Vampiri
 
I looked at the spreadsheet but I've been too busy with the end of the quarter to try it. It looks really cool and I'm going to test it over break! Thanks for producing these mods!

Amos December 12th, 2006 08:23 AM

Re: New Mod: Reign of the Vampiri
 
Changed "Ghoul" sprite. Head Hunter's cost changed.

Tyrant December 19th, 2006 11:48 PM

Re: New Mod: Reign of the Vampiri
 
I played a bit of a game with this and i liked it. Fun concept,nice art,and decent implementation. Every other mod i have tried except one has been obviously and massively overpowered, but this one seemed ok. Good job and thanks!

Amos December 20th, 2006 12:38 PM

Re: New Mod: Reign of the Vampiri
 
Trust me, its overpowered. http://forum.shrapnelgames.com/images/smilies/smirk.gif http://forum.shrapnelgames.com/images/smilies/wink.gif It's just not as noticeable as in my other mods. Head Hunter is a real balance breaker.

Amos January 6th, 2007 10:03 AM

Re: New Mod: Reign of the Vampiri
 
Version 0.02

-Minor graphics changes;
-New pretender "Reborn Emperor".

Amos January 15th, 2007 09:46 PM

Re: New Mod: Reign of the Vampiri
 
Version 0.03

-Added a unit.

Amos January 16th, 2007 09:36 AM

Re: New Mod: Reign of the Vampiri
 
Version 0.04

Fixed a conflict between weapon numbers of "Horror" and "Theran" mods.

HoneyBadger January 16th, 2007 02:36 PM

Re: New Mod: Reign of the Vampiri
 
Amos, I didn't find the Headhunter unit itself terribly overpowered, but I could see it being, with certain strategies. if you feel it is, maybe you could redo just that unit and balance everything out? It's a good mod and worth being playable against the "vanilla" nations.

Amos January 16th, 2007 03:33 PM

Re: New Mod: Reign of the Vampiri
 
I play mostly against my nations and Ermor. So I need every advantage I can get. Thats one of the reasons I made the Head Hunter. But the main reason for his high blood hunting is that I don't like the micromanaging of it. Two Hunters in a non-profitable province with 0 taxes and my blood needs are satisfied. After all in both Theran and Horror mods the priests cant preach, so you need blood. Head Hunter is not horribly overpowered but if you choose a blood strategy he becomes the main unit.

HoneyBadger January 20th, 2007 03:33 AM

Re: New Mod: Reign of the Vampiri
 
Unless I'm wrong, Head Hunter only has 1 blood. That's not so bad, although maybe his cost could be raised to 130 gold to make him a little pricier than EA Abyssia's Warlock Apprentice?

Amos, I really enjoy your mods. Are you planning to do a prequil in the same er vein (no pun intended)? I hope so, as I'd love to see what you'd come up with for an Early Age Nation (since, unless I'm wrong, you've got Horrors for the Middle Era and Vampires for the Late Era). Maybe something based on the inhabitants of Tartarus (undead titans, cyclopes, etc.), just off the top of my head?

Your artwork is excellent, your nations are about as inherantly creepy as anything I'd expect in Dom3 (and considering they're humans, as alien and inhuman as any human nation ever needs to be), and I really enjoy the feeling that there's a lot of "story" going on in these nations, behind the scenes. It's definitely (as far as I know) original too, and very impressive because of that.

Do you happen to have any lengthier backstory I could read?

I'd also like to see the Tetsu when they were still young and in the midst of the other "old clans".

Thanks for all the goodness!

Amos January 20th, 2007 01:52 PM

Re: New Mod: Reign of the Vampiri
 
Quote:

Unless I'm wrong, Head Hunter only has 1 blood. That's not so bad, although maybe his cost could be raised to 130 gold to make him a little pricier than EA Abyssia's Warlock Apprentice?

The Head Hunter has a #douse 3 and #researchbonus -4 so balancing him against a Warlock Apprentice will be a little difficult.

Quote:

Are you planning to do a prequil in the same er vein (no pun intended)?

I'm trying to finish Nephilim middle era, but I just cant find the time http://forum.shrapnelgames.com/images/smilies/frown.gif.

Quote:

Do you happen to have any lengthier backstory I could read?


The narrative and the backstory are all in my head, I'm afraid. But I borrowed the Horrors idea from the same source as the devs of Dom - the "Earth Dawn" series.

Amos March 17th, 2007 10:54 AM

Re: New Mod: Reign of the Vampiri
 
Version 0.06

All undead had their cold resistance reduced to 50%.

Amos April 6th, 2007 06:53 PM

Re: New Mod: Reign of the Vampiri
 
Version 0.07

A lot of small changes to the sprites.
Head hunter's douse and price reduced.

Amos April 7th, 2007 03:32 PM

Re: New Mod: Reign of the Vampiri
 
Version 0.08

-Gave Tetsu chain armor (they were too lightly armored for Late Era) and changed the sprites;
-Lowered prices on most units (they were too high).

Amos April 8th, 2007 02:16 PM

Re: New Mod: Reign of the Vampiri
 
Version 0.09

Added a fourth hero (as he gets hurt he gets more powerful versions of berserker);
Tweaked pretender's cost lowered his magic;
Other small changes.

Amos April 8th, 2007 06:05 PM

Re: New Mod: Reign of the Vampiri
 
Version 0.10

Lowered natural protection for vampires.

Shovah32 April 8th, 2007 07:29 PM

Re: New Mod: Reign of the Vampiri
 
Are my knights of the blood rose meant to be unblessable by grand maesters(or anyone for that matter. Even prophetised living commanders cant)? Even without the bless the knights are great but i would love to see them with my e9w9 bless.

Amos April 8th, 2007 08:41 PM

Re: New Mod: Reign of the Vampiri
 
It's the "undead cant be blessed" bug. There is a mod fixing that somewhere on this forum.


Changed Rage's armor to Plate Cuirass.

Amos April 10th, 2007 07:56 AM

Re: New Mod: Reign of the Vampiri
 
Slight price adjustment:

Tetsu Apprentice 10gp
Tetsu Veteran 13gp
Black Legionnaire 24gp

I believe now its more vanilla friendly.

Sombre April 10th, 2007 08:36 AM

Re: New Mod: Reign of the Vampiri
 
Hmm, well I'll mark it as such in the modlist in the near future. I think vanilla balance (or near about) will attract more people to the mod.

Shovah32 April 10th, 2007 09:45 AM

Re: New Mod: Reign of the Vampiri
 
Im not sure about vanilla balanced, those sacred vampire troops are pretty insane.

Amos April 10th, 2007 09:49 AM

Re: New Mod: Reign of the Vampiri
 
This nation was so close to vanilla already there was no reason not to balance it further. Though, vampires are still incredibly powerful when it comes to independents. I cant change their stats without hurting the spirit of the mod. The only thing I can do is play with their price but the change should be within the limits of the formula I use for the rest of the units or I break the inner balance of the mod (meaning, you will only use 1-2 of the units in any given game like you do in vanilla. The more I balance it against vanilla the more I make it so.).

I cant resist my natural tendencies to overpower http://forum.shrapnelgames.com/images/smilies/smirk.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif . So I wouldn't add it to the Mod List as balanced. I wish there was a way of giving vampires disease spreading ability (signifying their feeding on population) without making them unique or ethereal. I gave the troops Harvesters number but I guess it only works on leaders cause it didnt take.


My solution is: I removed natural protection from all vampires, but gave them 50% regeneration.

Amos April 10th, 2007 05:23 PM

Re: New Mod: Reign of the Vampiri
 
Version 0.12

I believe this version balances the vampires.

Sombre April 10th, 2007 10:43 PM

Re: New Mod: Reign of the Vampiri
 
True that often vanilla favours using 1 or 2 of the elite units (usually sacreds). I try to keep variety in my mods by balancing the units only roughly to vanilla standards, but trying to make the nation overall no more powerful than an average vanilla one. That way you can keep variety but it won't be so easy to roll over vanilla opponents.

Amos April 11th, 2007 03:59 PM

Re: New Mod: Reign of the Vampiri
 
Version 0.13

Lowered def,mr and mor on vampire units.

Amos April 11th, 2007 10:09 PM

Re: New Mod: Reign of the Vampiri
 
Version 0.14

Changed Vampire(405) and Vampire Lord(404) stats and sprites (I think they look more like vampires now). I'll also change, in a later version, the Vampire Count(1019) and the Blood Marshal(1035).

Amos April 12th, 2007 11:40 AM

Re: New Mod: Reign of the Vampiri
 
Version 0.15

-Changed Vampire Count(changed sprites, weapon as well as def, regen and cold res);
-Changed Blood Marshal(Ulm hero's def, regen and cold res);
-Added national spell(True Blood Master has the same sprite as Vampire and True Blood because those are essentially the same unit. If you cast Gift of Reason on True Blood it will become Master. As opposed to those two Vampire doesnt have domsummon. You will need very high dominion to get any True Bloods, thats why the Master has very low blood cost. If you dont count the domsummon he is just a weak commander);
-Thrall's cost is lowered to 9 gp.

Amos April 12th, 2007 01:34 PM

Re: New Mod: Reign of the Vampiri
 
Added another unit- Tetsu Applicant.

Amos April 13th, 2007 12:38 PM

Re: New Mod: Reign of the Vampiri
 
Version 0.16

Gave all vampires 50% fire vulnerability to show that they cant regenerate wounds inflicted by fire as well as other types of wounds.

Amos April 14th, 2007 12:52 AM

Re: New Mod: Reign of the Vampiri
 
Version 0.17

Added offensive blood spell.
Vampire and True Blood fire resist changed to -75.

Amos April 20th, 2007 01:06 AM

Re: New Mod: Reign of the Vampiri
 
Version 0.18

-Thrall's changes: mor 18, weapon changed to quarterstaff, cost 0 gp, no longer recruitable but summoned;
-Thrall Berserker mor 18;
-New summoning spell (summons 20 Thralls);
-All leader vampires (even if made so by Gift of Reason) domsummon20 Vampires;
-Vampire heroes (except for Rage) summon Vampires as allies;
-Other changes I cant remember.

Amos April 20th, 2007 02:51 PM

Re: New Mod: Reign of the Vampiri
 
Uploaded correct Thrall Berserker sprites.

Amos April 22nd, 2007 04:53 AM

Re: New Mod: Reign of the Vampiri
 
Version 0.19

Added a fifth hero Red Cardinal (copied unique Belphegor[810]) that lowers dominion but automatically summons 5 Thralls (instead of Belphegors militia) and calls another new unit - the Red Monk. Belphegor is unaffected.
The spell "Create Thralls" obviously costs too much. Its not expected that a player will use it. It's there for a flavor and for AI summoning.

Sombre April 22nd, 2007 05:15 AM

Re: New Mod: Reign of the Vampiri
 
You could make it so it didn't cost too much though, couldn't you?

Amos April 22nd, 2007 06:21 AM

Re: New Mod: Reign of the Vampiri
 
Quote:

You could make it so it didn't cost too much though, couldn't you?

1) No one really uses thralls if they have a choice. Its just a flavor unit.
2) It wouldnt make too much sense if you got 20 Thralls from 5 slaves (I could explain it as a cloning ritual or something but it would feel forced).

Sombre April 22nd, 2007 06:37 AM

Re: New Mod: Reign of the Vampiri
 
Well you could just say the blood from 5 slaves is used in a ritual to dominate the minds of 20 villagers. Makes as much sense as 36 slaves or whatever to make a vampire.

People use thralls as chaff in the game, or for patrolling. They aren't entirely useless.

Amos April 22nd, 2007 03:11 PM

Re: New Mod: Reign of the Vampiri
 
Before I changed the cost to 0 in the recent update the cost for the Thralls was 9gp. Most of the Tetsu cost 10gp and they are better armed and armored. Even if you want to use cheap troops for chaff and patrolling, the Tetsu are much better for this role. They dont get rolled over in the first turn by heavy cavalry like Thralls do. IMHO the Thralls are worthless as a unit.

Amos April 24th, 2007 10:06 PM

Re: New Mod: Reign of the Vampiri
 
Version 0.20

Ghoul Soldier changed to replace Thralls as chaff. Resource and money costs significantly lowered, mor 20, def 5 and noheal.
Added Death scale requirement to nation's description.

HoneyBadger April 24th, 2007 10:49 PM

Re: New Mod: Reign of the Vampiri
 
I was thinking that if you just want interesting chaff, it might be fun to have thralls that, after a certain amount of damage has been done to them, a bat (with slight fear effect) explodes from their chests, where their heart used to be, and attacks.

It would still be a weak unit as a thrall with a pitchfork, and the bat would have like 1 hp and very low stats, but it would be thematically pretty spectacular to see a bloody bat exploding from a thrall's chest-cavity, it my opinion. You could have a somewhat tougher version that metamorphosed into a giant rat or even a wolf or a spider, or one with giant leeches bursting out of the still-living thrall to attack you, or even a high-level one possessed by a nasty demon. Maybe they could be national summons? It would be quite a surprise to attack a group of thralls, expecting to roll right over them, but then suddenly some of them are turning into monsters while others have monsters eating or exploding their way out of their own bodies to attack you.

That would make your basic thrall a really useful, still very weak unit, because it would serve as a camoflage for the more dangerous versions-you'd never know what you might get when you attack that group of thralls.

Amos April 25th, 2007 12:22 AM

Re: New Mod: Reign of the Vampiri
 
Added an even more chaff like Ghoul Soldier (9gp 5res).
I dont understand why Quarterstaff is a better weapon than a pitchfork.

HoneyBadger I was planing to use the "bat" idea for a multihero. Would be a shame to use it on chaff.

HoneyBadger April 25th, 2007 12:27 AM

Re: New Mod: Reign of the Vampiri
 
Still can! After all, the bat isn't really intended to be a new form as much as a last-ditch kind of shock-tactic.

HoneyBadger April 25th, 2007 01:08 AM

Re: New Mod: Reign of the Vampiri
 
It's just an idle thought though-I think it would be neat to have "hidden" units that look like regular, everyday, weak units-if not in your excellent mod, then atleast some mod in the future.

Amos April 25th, 2007 02:25 AM

Re: New Mod: Reign of the Vampiri
 
Quote:

I think it would be neat to have "hidden" units that look like regular, everyday, weak units

I got that in my Nephilim and Stigian mods.

As for bat form I decided to give it to True Blood Master. Otherwise he was just too weak. Now he turns into a giant bat. I'll upload when I'll finish testing.

Amos April 25th, 2007 03:03 AM

Re: New Mod: Reign of the Vampiri
 
Version 0.21

-True Blood Master turns into a monstrous Bat when hurt in battle;
-Blood Trap costs 30 slaves.

Amos April 25th, 2007 07:57 AM

Re: New Mod: Reign of the Vampiri
 
Changed Bat's sprites.

Amos April 26th, 2007 05:19 AM

Re: New Mod: Reign of the Vampiri
 
Changed Bat's attack sprite again. Other small graphical changes.

Amos May 4th, 2007 10:04 AM

Re: New Mod: Reign of the Vampiri
 
Version 0.22

Inventory fixed.


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