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-   -   Mod: New Crobuzon (http://forum.shrapnelgames.com/showthread.php?t=36274)

Amos October 2nd, 2007 01:05 AM

New Crobuzon
 
1 Attachment(s)
Version 0.07

I would have made this mod LE Trade, except that Trade is already LE.

Commissar domsummon2 Auxiliary and summons Colonial Militia.
Militia Commander domsummon20 Covert Operator and summons Special Team.
Local Defense Sergeant domsummon20 Covert Operator and summons Special Team.
Mayor Rudgutter summons Parliament Guard.
Captain of the Guard summons Parliament Guard.

Juzza October 2nd, 2007 07:47 AM

Re: Test Mod: New Crobuzon
 
I'm not sure if your looking for feedback or not, but since you posted it up, I'll guess you are.

Looks pretty good, except for the um, Cactace warriors? the green guys, think is, you have all these troops that are expensive with res, and then you get these guys that have high hp, high str, a shield, so some protection form arrows and a one handed battle, Now! I know what I'd use out of those selections.

I'd increase their res cost to 10-16. or do something to them to make then a little less effective like make them slower or something, and the need not eat, I'd get hundreds of those guys!!

Endoperez October 2nd, 2007 11:33 AM

Re: Test Mod: New Crobuzon
 
Nice! I'm half way through Perdido Street Station, and I've got Iron Council waiting for me.

This is based on China Mievillé's books, for those with no idea what I'm talking about.

Amos October 2nd, 2007 07:31 PM

Re: Test Mod: New Crobuzon
 
I'm planing to make another Cactacae with a specialized crossbow (rivebow). They should be coldblooded and the Battleaxe was a mistake, it should have been an axe.

Amos October 3rd, 2007 02:55 AM

Re: Test Mod: New Crobuzon
 
Added Rivebow.

DireAussie October 5th, 2007 12:43 AM

Re: Test Mod: New Crobuzon
 
Cool idea http://forum.shrapnelgames.com/images/smilies/happy.gif Here's my suggestions:

Remove the trader as a scout and create a new scout unit called "Handlinger", perhaps let it change forms between human and wolf.

I feel the cactacae need some more thought, they seem a little underpowered to me. I remember in Perdido Street Station it says somewhere that cactacae are almost immune to missiles and piercing-type weapons (which is why they invented the Rivebow) but with your current implementation of 3 protection they'd get creamed up by arrow fire.

I'm not sure about giving nature to biothaumaturgs, after all new crobuzon doesnt give a crap about Nature, look at how polluted new crobuzon is, and blood magic pretty much covers all aspects of their remaking. I'd suggest giving biothaumaturgs 1 construction 1 blood, and the remakers 2 construction 1 nature. The Scar has references to thaumaturgs animating constructs in the battle against amarda, so they are definitely very strong in construction magic.

DireAussie October 5th, 2007 12:53 AM

Re: Test Mod: New Crobuzon
 
For heroes you could have:

The Weaver (can teleport anywhere, powerful in astral)
Construct Council (immobile, strong in construction, can summon mechanical men allies)
Silas Fennec (ultra stealthy, if there's a way to make a unit create unrest at a much bigger rate than normal then use it, otherwise perhaps make him a priest and special ability that removes enemy dominion really quickly).

I'm sure there's at least one from Iron Council you could use too (which I've bought but havent read yet!).

Amos October 5th, 2007 02:22 AM

Re: Test Mod: New Crobuzon
 
Added descriptions.

Quote:

Remove the trader as a scout

I was using the trader/spy from "The Scar".

Quote:

feel the cactacae need some more thought, they seem a little underpowered to me. I remember in Perdido Street Station it says somewhere that cactacae are almost immune to missiles and piercing-type weapons (which is why they invented the Rivebow) but with your current implementation of 3 protection they'd get creamed up by arrow fire.

Juzza felt they are overpowered. They have shield to protect them against arrow fire. I hadnt had a chance to play a game with them yet. I'll see how they feel when I do.

Quote:

I'm not sure about giving nature to biothaumaturgs, after all new crobuzon doesnt give a crap about Nature, look at how polluted new crobuzon is, and blood magic pretty much covers all aspects of their remaking.

Cross Breeding requires nature. I see nature and blood magics as a Life magic, so if biothaumaturgs deal with morphing life they should have both.

Quote:

For heroes you could have:

The Weaver (can teleport anywhere, powerful in astral)
Construct Council (immobile, strong in construction, can summon mechanical men allies)
Silas Fennec

I agree about Weaver (plus I've already got the spider sprite so thats 70% of the work done). The rest are as anti government as they get. I was thinking of adding Isaac and Vermishank as heroes. And maybe the guy from Scar with the possibility weapon (dont remember his name at the moment). The handlingers are so few in number they might make a powerful multi-hero.


Juzza October 5th, 2007 05:02 AM

Re: Test Mod: New Crobuzon
 
okies, they don't seems so over powered now, I think it was having that battle axe with the shield that made them too strong.

Endoperez October 5th, 2007 10:01 AM

Re: Test Mod: New Crobuzon
 
You could make a custom shield for the Cactacae. High Parry protects from missiles even if Prot is crap, so parry 5-7 would work well even if prot wasn't good.

DireAussie October 6th, 2007 12:23 AM

Re: Test Mod: New Crobuzon
 
Quote:

I was using the trader/spy from "The Scar".

Handlingers are cooler though http://forum.shrapnelgames.com/images/smilies/happy.gif

Quote:

The rest are as anti government as they get. I was thinking of adding Isaac and Vermishank as heroes. And maybe the guy from Scar with the possibility weapon (dont remember his name at the moment).

Obviously the construct council is anti-government. But equally so is Isaac and Uther Doul. Silas Fennec is pro-government, he's a spy for them.

Quote:

Cross Breeding requires nature.

Good point, I forgot about that one, a must! Unfortunately there's no way to stop them from the conjuration line for out of context spells like Summon Lions (unless you can disable or override them).

Velusion October 6th, 2007 12:54 AM

Re: Test Mod: New Crobuzon
 
Heh I loved these books (especially The Scar). Cool idea for a mod.

Amos October 6th, 2007 01:52 AM

Re: Test Mod: New Crobuzon
 
Quote:

Silas Fennec is pro-government

He is. My mistake.

Amos October 6th, 2007 04:29 PM

Re: Test Mod: New Crobuzon
 
How would I make Blind immune to Slake-moth's influence?

Amos October 8th, 2007 06:27 AM

Re: Test Mod: New Crobuzon
 
The version posted is the release version, except for pretender. I dont have any gimmick for Rudgutter to make him worth choosing as a pretender.

Also the issue of the blind vs Slake-moth remains.

Amos October 10th, 2007 12:19 AM

Re: Test Mod: New Crobuzon
 
Added two more units.

Militia Commander summons Covert Operator. If you "Gift of Reason" him he becomes an assassin.
The Parliament Guard will not be recruitable, but eventually be summonable exclusively by the Pretender.

Amos October 10th, 2007 05:36 AM

Re: Test Mod: New Crobuzon
 
Version 0.01

Added Pretender and another unit.
Gave Commissar, Militia Commander and Armored Militia "Flintlock" pistols.

Militia Commander summons Special Team unit.

thraveboy October 11th, 2007 04:53 PM

Re: Test Mod: New Crobuzon
 
Thanks for doing this. China Mieville is my favorite writer now and this is my favorite game, so a perfect match! http://forum.shrapnelgames.com/images/smilies/happy.gif

Amos October 11th, 2007 09:46 PM

Re: Test Mod: New Crobuzon
 
Doesnt seem to be much interest.

Sombre October 11th, 2007 11:21 PM

Re: Test Mod: New Crobuzon
 
Well the patch just came out and this is a mod nation after all. People generally don't seem that keen on them.

I still appreciate what you're doing Amos :]

Amos October 12th, 2007 12:27 AM

Re: Test Mod: New Crobuzon
 
Main issues remaining with the mod:

- I think that, with too many important leaders to recruit and only one place to recruit them from, the Militia Commander will get lost and with him 2 whole units <font color="green"> Added "sergeant" leader that can be recruited in other forts and summons the same two units </font> ;

- Slake-moth vs blindness;

- Cactacae immunity to piercing weapons.

I would appreciate any suggestions.

Amos October 14th, 2007 03:33 AM

Re: Test Mod: New Crobuzon
 
Version 0.03

- Added "Man-o'-war Rider"
- Fixed conflict with my other LE mods
- Did some reorganizing of unit recruitment (Colonials are non-capital now)
- Site "Perdido Street Station" now gives 30 res (was 20)

Amos October 14th, 2007 07:56 AM

Re: Test Mod: New Crobuzon
 
- Commissar gained Inquisitor attribute
- Peacekeeper gained Tower Shield and Patrol(1) attribute
- Colonial Militia received Tower Shield (instead of Shield)

Amos October 15th, 2007 08:25 AM

Re: Test Mod: New Crobuzon
 
Added "Shunn Rider".

HoneyBadger October 23rd, 2007 06:31 PM

Re: Test Mod: New Crobuzon
 
I'm interested, Amos, it's a great idea and looks like a great mod! I can't test it out though, because my computer blew up http://forum.shrapnelgames.com/images/smilies/frown.gif but I certainly will, as soon as possible.

Amos October 24th, 2007 04:01 AM

Re: Test Mod: New Crobuzon
 
Apart from testing and fine-balancing I think this mod is finished. I'm reworking "Angelic Crusade" sprites now, as I meant to for a long time. Unless you find some imbalance or think something is missing this mod is done.

Amos October 28th, 2007 12:46 PM

Re: Test Mod: New Crobuzon
 
Version 0.04

- Added another multihero "Captain of the Guard" (so you might still get "Parliamentary Guard" even if you choose pretender other than the Mayor)
- Commissar gets "standard 7"
- Some sprite corrections

Amos October 28th, 2007 08:40 PM

Re: Test Mod: New Crobuzon
 
Added "Elemental Servant" summoning spell.

Amos October 29th, 2007 03:14 PM

Re: Test Mod: New Crobuzon
 
Lowered Commissar summons to 1 Colonial Militia (it was 2 for testing and I forgot to lower it for release).
Added "Mercenary" unit.

Amos October 30th, 2007 09:50 PM

Re: Test Mod: New Crobuzon
 
Added "Colonial Demilancer" unit.

Amos January 28th, 2008 11:37 PM

Re: Test Mod: New Crobuzon
 
Version 0.06

Gave "Weaver", "Silas Fennec" and the "Remade" with blade-hands darkvision.

HoneyBadger January 30th, 2008 07:22 PM

Re: Test Mod: New Crobuzon
 
I'm pretty excited to try this mod.

First of all, Amos, your mods are spectacular across the board. Second of all, while I haven't read the New Crobuzon setting yet, I have researched it enough to know somewhat what's going on in the books, and it's an excellent setting to apply to Dominions. I'm hoping that Amos will continue to add to the mod (now that I have a working computer, I can play it), and will perhaps consider creating different "ages" for New Crobuzon, to better illustrate the highly diverse, creative setting.

Amos February 8th, 2008 02:24 AM

Re: Test Mod: New Crobuzon
 
Gave Militia Pikeman animalawe 3.

Amos August 30th, 2008 07:02 PM

Re: New Crobuzon
 
Version 0.07

- Gave "Slake-moth", "Elemental Servant" and "Weaver" stormimmune;
- "Elemental Servant" is a stonebeing;
- "Slake-moth" is a leper (Although I think the #leper command is not working. It kills population but even with leper of 100 it doesnt infect soldiers).

Marmaduke August 14th, 2010 08:23 AM

Re: New Crobuzon
 
I just discovered the existence of this mod and I am interested (recently finished The Scar and Perdido Street Station).
So, thumbs up in your general direction!

HoneyBadger August 23rd, 2010 08:45 PM

Re: New Crobuzon
 
Amos, I fully realize that it's more trouble for you, but you do such beautiful art that I wish you'd keep it up on your threads so that you could get proper recognition for the amazing work.


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