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-   -   Mod: Tharoon, Decadent Overlords. Warwind based Nation. (http://forum.shrapnelgames.com/showthread.php?t=34933)

Sombre June 3rd, 2007 07:22 AM

Tharoon, Decadent Overlords. Warwind based Nation.
 
1 Attachment(s)
PREVIEW IMAGE

http://www.shrapnelcommunity.com/thr...%20Tharoon.png

-------------------------------------------

Version 0.2

Adds the MA nation of Tharoon, Decadent Overlords to the game.

The basics of the nation are done. Stealthy stuff is missing, so are heroes. The balance might be way off - I've hardly had time to test these guys. Graphics might need a little tidying later too.

But the nation is playable and I'd like some feedback on what's there.

So enjoy :]


------------------------------


This thread is for the MA Tharoon nation I am working on. It is based on the Tharoon race from Warwind 1 and 2 by SSI, but accurate porting isn't as much a concern as the feel of the race.

Here is a summary I posted a week or so ago. It might not be entirely accurate, but it gives you an idea of where the nation is going. Elements that are in the current version are in bold.

THAROON

Racial abilities - AP 14.
MR 12
Hp 10
Str 9
Att 11
Def 11
Size 3?

UNITS

2 Servant Guard - spear/jav and sword/shield versions.
1 Executioner - quality infantry - halberd and bone armour
1 Destroyer Guard - sacred elite infantry - halberd and heavy bone armour, bone crest. CAP ONLY
1 Rover - drake riding cavalry - good armour, high gold cost, no resource cost.
2 Rogue - stealthy light infantry. Good melee skills. One with twin poison short swords, one with banefire crossbow/dagger?
1 Skytroop - Flying medium inf - good armour, mechanical/magic wings, magic blades, wings also a bonus weapon.



LEADERS


Overseer (whip armed basic commander ldr 40 no armour)
Executioner Prime - executioner commander, ldr80
Destroyer Prime - destroyer commander, ldr120
Assassin ldr 10 superb assassin, magic blades. A real feature of the race.
Minister H2, S2D2 with SD 110% random. Expensive. Ldr120. CAP ONLY
Psychic S1 SD 10% communion slave.
Psionic S2, SD 110% random.


HEROES

Female super assassin (with magic, very high wages) MULTI
Slayer Mortis (killing machine fighter, high fear, no magic) UNIQUE
Prime Minister of Death (Very powerful, high SD magic, immortal) UNIQUE

Sombre June 3rd, 2007 08:05 AM

Re: Tharoon, Decadent Overlords. Warwind based Nation.
 
1 Attachment(s)
Here's a preview of the graphics in the beta. This is for people who want to see all the attack sprites, or perhaps just want to see if the mod is a looker.

-twirls moustache-

lch June 4th, 2007 09:11 AM

Re: Tharoon, Decadent Overlords. Warwind based Nat
 
Looks really cool! http://forum.shrapnelgames.com/images/smilies/shock.gif

Kristoffer O June 4th, 2007 03:45 PM

Re: Tharoon, Decadent Overlords. Warwind based Nat
 
Looks nice. I never played much warwind. Don't know why, because I kind of liked the setting and the units and the upgrades (only played human onslaught).

HoneyBadger June 4th, 2007 03:56 PM

Re: Tharoon, Decadent Overlords. Warwind based Nat
 
Warwind was very cool, in theory, but in practice, I dunno...I think I made the mistake of happening to play it *after* Warcraft. Kind of took the shine off it like a gallon of turpentine, I'm sad to say.

Still, lots of really, really neat things going on in Warwind. I just couldn't get into it.

Juzza June 5th, 2007 03:11 AM

Re: Tharoon, Decadent Overlords. Warwind based Nat
 
Yay another mod from Sombre!!!

As for feedback, huuuum, province defence is too strong, take out the destroyers, too good, as for balancing issues it's pretty good, their size lowers there effectiveness in melee which is great considering their big mean weapons, should I come across something devastatingly bad I'll be sure to tell you!

Sombre June 5th, 2007 05:53 AM

Re: Tharoon, Decadent Overlords. Warwind based Nat
 
I put destroyers in PD??

I thought it was executioners and servant warriors. My bad.

Shovah32 June 5th, 2007 03:35 PM

Re: Tharoon, Decadent Overlords. Warwind based Nat
 
Very nice mod, cant wait until its finished. E9N9 Destroyers are great(berserk prevents routing, they gain 2 fatigue per turn, have very high prot when berserk, halberds hit like hell) and im having alot of fun with this nation.

The nation does, however, seem a little weak. The large size and below average morale(or slightly above average but with poor defence) makes routing a problem and with no ranged troops(i wouldnt count javelins) and no spectacular magic, sure they have pretty good Death and Astral but thats it and ermors best mages are practically identical but can also raise dead and ermor also has a much tougher army(tower shields, good morale, decent or better armour, standards, ethereal sacreds).
I can see the nation getting alot better with flyers, good assasins and BANEFIRE crossbows but currently they dont seem too great. The heroes also sound good but you cant really say a nations strong because of great heroes.

Overall, very fun but could do with a little boost.

Sombre September 8th, 2007 03:55 PM

Tharoon, Decadent Overlords.
 
1 Attachment(s)
Great Scott! I'd forgotten these guys. I should really update them some time next week(end). I wonder if I'll ever get round to doing the other 3 warwind nations too.

Oh yeah and I'm attaching a proper preview png.

Aezeal September 10th, 2007 05:22 PM

Re: Tharoon, Decadent Overlords.
 
Looks nice only heavy cav with no resource cost is 100% not as it should be.

Sombre September 11th, 2007 01:16 AM

Re: Tharoon, Decadent Overlords.
 
They're hirable mercenaries - they only need gold. If the gold cost needs to go up to balance them, that I have no problem with, but they aren't going to cost resources.

Aezeal September 11th, 2007 07:17 AM

Re: Tharoon, Decadent Overlords.
 
Well since there aren't (you might know better than me cus I'm pretty new to the game) any high defense troops that cost 0 resources (except for the REAL mercs which are severly limited in number and use). I guess there was a reason for that. I think that it would be pretty strong late in the game to be able to build those in every fortess you have since you'll be swimming in money anyway most of the time (I know I am).

So my solutions would be:
-Make em cost resources and a fair amount. (but I know you disagree)

-If they are really heavy cav. they should at least cost SOME resources as to prevent (say 10, which means you can still build 4x as much as you can regulare heavy cav)

-Make em not so heavy armoured, rover sounds like raider (? dun ask me ?) and so maybe SHOULD be lightly armoured.

Sombre September 11th, 2007 08:38 AM

Re: Tharoon, Decadent Overlords.
 
Well in the late game they're pretty worthless, since they wouldn't stand a chance against the average thug squad, SC or group of battlemages.

It's true that there aren't any units in the base game following this functionality, but that's no reason to change them in itself - mod nations should offer new mechanics and dynamics.

So the concept stays as long as I can balance it. If I can't, I'll change it.

Aezeal September 11th, 2007 01:12 PM

Re: Tharoon, Decadent Overlords.
 
Yeah of course you can always do as you want.. I still think it would be kinda unbalanced (well at least in the single player game I have now) if I could buy heavy cav in every fortress for 0 resources then I'd easily spend my 90K gold and really have 0 problems with taking all the AI on at once.

So that is why I proposed to make it at least like 10.

IMHO this and the banefire crossbows might kinda overpower the race.

Maybe make em coldblooded since they are snake-like? it's not much for balance but seems appropriate. And mayeb a weakness to cold too?

They look nice though

Yerevans September 13th, 2007 11:12 AM

Re: Tharoon, Decadent Overlords.
 
cool mod, you are a monster sombre haha you make mods on your breakfast??
anyway some units have the same numbers as arga dis, so you may want to change that

Sombre September 13th, 2007 11:44 AM

Re: Tharoon, Decadent Overlords.
 
They aren't out of beta yet, so I haven't attempted to prevent conflicts at all.

The next version will be conflict free with Worthy Heroes, Conceptual Balance and all my MA mods. It will add at the very least 2 new recruitable units.

Sombre July 12th, 2008 08:39 AM

Re: Tharoon, Decadent Overlords.
 
I will be updating these fellas soon, as promised.

DaveCG July 13th, 2008 10:38 PM

Re: Tharoon, Decadent Overlords.
 
Yay!

Thanks again Sombre, as if it wasn't enough what you do already, you add to it, once again my thanks!

Sombre July 18th, 2008 11:21 AM

The Phantom of the Opera is here!
 
1 Attachment(s)
The phaaaaaaaantom of the operaaaaaaaa!

http://www.shrapnelcommunity.com/thr...he%20opera.png

AKA Tharoon Assassin. The assassins have gone from a corrupt and exorbitant guild in Tharoon society to a death cult headed by the Prime Minister of Death himself. Like their master they wear a death mask at all times which causes fear and allows them to curse their target with their gaze and as if that weren't enough, their shroud automatically blesses them in battle. The assassins do still require donations to the cult in exchange for their services, but when employed in the service of the nation they come at a discount.

Sombre July 18th, 2008 01:04 PM

Nightfinder Preview
 
1 Attachment(s)
Here is another commander, the stealth leader/mage Nightfinder, along with the stealth troop Rogue.

http://www.shrapnelcommunity.com/thr...%20preview.png

They have ok protection, good melee and a nasty mini crossbow which causes decay. The decay is subject to change if it's too good/annoying.

After the update the Tharoon will be stealth specialists with a stealth mage, stealth commander+troops, assassin and a consort style spy. They'll also get some elite flying troops.

DaveCG July 19th, 2008 02:44 AM

Re: Nightfinder Preview
 
Both look real nice Sombre, but I have to say I really like the work you've done on the "Tharoon Assassin" (we all know that he's 'teh phatomomzomz')

Although I must admit, decay on a mini crossbow sounds nice, looking forward to it.

HoneyBadger July 19th, 2008 03:00 AM

Re: Nightfinder Preview
 
He's not the phantom of the Opera, he's The Phantom, period! He's dressed in purple, he's stealthy, he uses the Dom3 equivalent to a .45... All he lacks is immortality, but ofcourse his sons and their sons will carry on his fight against piracy, greed, cruelty, and injustice, in all their non-Tharoon forms.

anticipatient July 19th, 2008 03:15 AM

Re: Nightfinder Preview
 
Warwinds was kind of a cool game http://forum.shrapnelgames.com/images/smilies/wink.gif

HoneyBadger July 20th, 2008 12:43 AM

Re: Nightfinder Preview
 
I agree, anticipatient (great screen name, by the way). It was a lot better than the original Warcraft in many ways.

Zentar August 16th, 2009 06:42 AM

Re: Tharoon, Decadent Overlords. Warwind based Nation.
 
Sombre - You have created another masterpiece! I downloaded and played this mod along with all the MA Warhammer mods. There was a conflict while running the Tomb Kings mod at the same time. The Tomb Kings' spells appeared as Tharoon available spells. When I disabled Tomb Kings, the Tomb King spells were no longer available to Tharoon.

Will this mod be getting any special spells in future updates?

Sombre August 16th, 2009 07:03 AM

Re: Tharoon, Decadent Overlords. Warwind based Nation.
 
It's safe to say when I do get around to sorting this nation out, it will get a couple of spells at least, yes. They're currently only about 60% finished - still need more work. I think I might give them some slave troops of some sort also, from an inferior race like humans, ctisians and the like.

Zentar August 16th, 2009 01:48 PM

Re: Tharoon, Decadent Overlords. Warwind based Nation.
 
I love the special effect you made when your Tharoon spellcasters cast spells:lightning:.
I know that your Tharoon mod is still a work in progress, so I would like to give you some feedback as a non-sanctioned beta tester. For only 1 resource and 250 gold you can recruit a stealthy Psionic spellcaster with glamour, +4 research, +11 spell power (I have seen 6B3S2DH2 for example). This is the only recruitable that stands out as possibly overpowered.

Lungfish August 16th, 2009 06:43 PM

Re: Tharoon, Decadent Overlords. Warwind based Nation.
 
Sombre, I like your mods a lot, but whenever I play them with ANY other Nation mods, including yours, the computer begins yelling about "Bad#Startsite Command". It really makes it hard to play.

Sombre August 16th, 2009 07:28 PM

Re: Tharoon, Decadent Overlords. Warwind based Nation.
 
Quote:

Originally Posted by Zentar (Post 705843)
I love the special effect you made when your Tharoon spellcasters cast spells:lightning:.
I know that your Tharoon mod is still a work in progress, so I would like to give you some feedback as a non-sanctioned beta tester. For only 1 resource and 250 gold you can recruit a stealthy Psionic spellcaster with glamour, +4 research, +11 spell power (I have seen 6B3S2DH2 for example). This is the only recruitable that stands out as possibly overpowered.

Sounds like a mod conflict or bug. Obviously I didn't intend for there to be a recruitable mage with paths like that. I mean come on :]

And possibly overpowered? Hahah. That thing is nuts.

I'll look into it this week.

Regarding the bad start site thing - it can't happen with every mod - it would only happen with those that use the same site numbers. Easily fixed in the dm. I'll sort it in the next update, but it really would be easy for you to fix it yourself.

Gregstrom August 17th, 2009 04:40 PM

Re: Tharoon, Decadent Overlords. Warwind based Nation.
 
Also, in a burst of shameless self-advertisement, check my sig for the link to the mod compatibility index - check there for potential compatibility issues.


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