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It's a miracle!
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Sar Elad is a kingdom of men who was established by a great Prophet who led his people from slavery to freedom with the help of divine powers. The Prophet performed many miracles and gave the divine Law to them. It is said that Sar Elad was Pantokrator's favored kingdom. But Pantokrator vanished and the kingdom was left without guidance. Now the Ne'vim prophets have emerged from their caves and they speak of the coming of a new God who will lead Sar Elad to victory. The judges who have tried their best to coerce the people to follow the Law have recently converted to the new faith of the prophets. A new Age of Miracles awaits Sar Elad.
Race: Humans. Military: Light infantry, sacred troops. Magic: Astral, Elements. Priests: Strong. 0.9 - Sar Hamishim should now appear. Patrol bonus doesn't work yet though so he's kinda pointless. - Sar Elad now prefers Heat +1 - Scythe gets +1 attack - Tweaks to mages: Melumad is now 80 GP, Haham has double random and costs 200, Navi gets +1 Earth - Shophet, Kohen, Melumad, Haham and Nevi'im get maxage of 135 as men of virtue - Precision reduction for most of the units - Changed starting gem income to 3 S 1A 1F 1E, changed the nation text to reflect this - Boosted the sacred units a bit - Starting army is now less awesome - Shophet research penalty - Saiar has a cap now - Masu'ah cost reduced by whopping 2 gold - Score graph should now be yellow, or at least it's supposed to have some color - Province defence was bare militia. Fixed. Hopefuly fixed. - Typoes fixed. At least I tried to fix them. Eh. - Actually useful standard values for commanders. - Lohem Mekudash are more expensive since heavy infantry with Awe is Good. - Sar Elad now has it's own namepool! - Sar Elad no longer clashes with Lanka. (nation number moved from 68 to 79) - Sar Elad has now a templepic - Shophet is now a fortune teller. Exciting. Should maybe extend this to some other commanders too? - Sar Hamishim decrease unrest in provinces they are in. - Changed the sitenumbers of the starting sites, just to be sure. yeah, so, after...eee...what...2 years? of hiatus and one change of nick (forgot my password. forgot what email I used. Didn't use that nick anymore anyway) Sar Elad finally gets to version 0.9! Use Early Age to play with them. Experience the devastating power of thise battlefield mage-artillery oriented nation. Still lacking: - non buggy graphics - Pretenders. Should have Virtue, some unique ones - National spells. Some unique ones & the angel spells Comments, feedback, suggestions etc are apreciated. |
Re: It\'s a miracle!
What was your old nick, MKDELTA?
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Re: It\'s a miracle!
I'm guessing it was Nerfix, since Nerfix was the original author of the mod. Though if it is, I had no idea that he was Nerfix. (And he should have told me http://forum.shrapnelgames.com/image...ies/tongue.gif)
EDIT: Beaten. >>- Boosted the sacred units a bit Really? From what I recall of the testing I did back then, massing sacreds (with a good bless) was a very viable strategy. (Atleast for SP) >>- Shophet is now a fortune teller. Exciting. Should maybe extend this to some other commanders too? It will probably mess up the balance, but thematically fortune telling is inappropriate for Shophtim and very appropriate for Nevi'im. The Shophtim were usually "reactionary" leaders; They would rise in times of trouble and lead the Israelites out of the mess they got themselves into. (Usually only to have them sink into another mess directly afterwards.) Some of the Nevi'im however actively preached, and did so in order to prevent a future evil from happening. (In the form of "Stop sinning or god will rain death upon you" [and if they did not believe, death would indeed rain upon them. If they did, they would be spared the death {which didn't happen frequently}]) Now aren't you happy I'm still here? http://forum.shrapnelgames.com/images/smilies/happy.gif EDIT2: I'm going to run a test now and see if I can perhaps fix the annoying purple pixels. |
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Bleh, I've looked into the faulty image files. They are too messed up to create a quick program to fix them.
But it still shouldn't take too long with Photoshop, so I'll just manually go over each one and fix them. *wanders off to do just that* |
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Okay, attached are the fixed .tgas.
There's a very small chance that I missed one, so if you see a "broken" one, just tell me and I'll fix it. If there is one, then most likely it's the attack sprite of one of the troops. EDIT: Until/unless MKDELTA/Nerfix reuploads the mod with the fixed .tgas, you'll have to download both attachments and overwrite the .tgas from his with the .tgas from mine. I will now wander off to spellcheck the mod. |
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In case you haven't found it out already, units sprites have been extracted and are available in an easily downloadable form. If you want to give the mod more dominions-like graphics,
the sprites are here. |
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I went over the whole .dm file, and here are some suggestions/corrections:
Lo'hem's description: "They and Shomrey Shayarot" should either be "They and Shomrey HaShayarot" (maybe with some different capitalization :S) or "They and the Shomrey Shayarot" (which makes less sense to me.) Consider changing "accurate" to "more accurate", though both are correct. Lo'hem Vatik - consider having him start older, since he is a veteran. Possibly other units as well. Lohem Mekudash - I know nothing about balance, but perhaps changing his awe 1 to awe 0 is possible and will work? Sar Milhama - IIRC it should be "inspire their troops to deeds..." and not "inspire their troops into deeds..." Sar Hamishim - "The Sarey Ha'hamishim" should either be "Sarey Ha'hamishim" or "The Sarey Hamishim", since "the" and "ha" are [somewhat] equivalent. For consistency, I'd suggest "The Sarey Hamishim" Shophet - "... and they Judges ..." should be "... and the Judges ...". "righteousness" should be "righteousness" (appears twice). "from catastrophes" should IMO be "from many catastrophes" in order to be more intuitive. Haham - according to their description, they are very fitting as fortune tellers. Navi - "advisors of their" should IMO be "advisors to their". "Nevi'm" should be "Nevi'im"(more than once). Shimshon's description - "immensively"->"immensely" "strenght"->"strength" (the sentence with "strength" should probably be revised a bit, maybe some punctuation) Eliyyahu - "promtly"->"promptly", also, his name should probably be "Eliyahu" or "Eli'yahu". "people came convinced"->"people became convinced". "He fled away the wrath"->"He fled from the wrath" or maybe "He fled away from the wrath". I think "mount" could probably be "mountain". "to right track"->"to the right track" Kruvim - singular of Kruvim is Kruv, so in the name, as well as wherever there is the singular form, it should be Kruv."unerthly"->"unearthly"."equiped"->"equipped"."with Aura"->"with an Aura" or "by an Aura" Angel of Death - "as well declared"->"as well as declared"."upon them."->"upon themselves.". #brief - "Ne'vim"->"Nevi'im" #descr - "men who was"->"men that was", I think."was Pantokrator's" should probably be "was the Pantokrator's"."But Pantokrator"->"But the Pantokrator"."Ne'vim"->"Nevi'im". |
Re: It\'s a miracle!
Pantokrator is a name. You dont need "the".
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Maybe, but it usually is called The Pantokrator iirc.
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A 100 % non evil mod, a rare occurence.
I noticed the Tsayad, whom is said to have an above average accuracy in their background, have only 10 in precision. |
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Check out the Dominions3 overview page (http://www.shrapnelgames.com/Illwinter/Dom3/1.htm).
Specifically note the usage of "The Pantokrator" http://forum.shrapnelgames.com/image...ies/tongue.gif |
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Meanwhile, the national summons, now that we finaly have them...so far I got only two ideas: Call Kruvim Summons one, or maybe several of the following: #ap 16 #mapmove 3 #hp 17 #prot 7 #size 3 #hp 17 #str 13 #enc 1 #att 13 #def 13 #prec 13 #mr 17 #mor 19 #gcost 0 #rcost 1 #weapon 997 (The real Turning Sword, holyfire & stuff) #armor "Shield" #armor "Copper Scale Cuirass" #holy #awe +4 #shockres 50 #fireres 50 #magicbeing #neednoteat #flying Essentialy a warrior angels, with some animal-ish features. The unit itself is ready and even has a graphic that I am somewhat content with. http://forum.shrapnelgames.com/images/smilies/happy.gif But now I need some research level/cost/paths suggestion. Well ok, the paths are going to be Astral, maybe something else, like fire, to prevent from them being too easily massable, but still being a feasible unit. Angel of Death Indep. farsummons this guy to attack one province: #ap 16 #mapmove 3 #hp 50 #prot 7 #size 4 #str 17 #enc 1 #att 14 #def 14 #prec 15 #mr 20 #mor 30 #gcost 0 #recost 1 #weapon 997 (actualy not, I just haven't come up with anything suitable yet) #holy #awe +4 #shockres 50 #fireres 100 #neednoteat #flying #diseasecloud 12 #fireshield 12 #magicbeing #neednoteat As you can see, the Angel of Death is rather scary. Hmm apparently I forgot to give him Fear, and maybe some holy magic so he can bless himself before he kills everything dead. I was thinking of high endish research level, maybe 7-8 and high-ish cost. Since he's a farsummon you don't get to keep, he's not that insanely powerful. Mostly useful as a sniper spell. Since there's no moddable banefire shield I'm using a combo of disease cloud and fireshield. Yes, the angel will disease himself, but he disappears after battle anyway. Or well, that's the intention. http://forum.shrapnelgames.com/images/smilies/happy.gif Maybe something Extra. I don't really want the Angel to be too easy to kill or enslave. Horror marks attackers? Something else? I don't know. Maybe he is powerful enough as of now. Oh, I also got a cool angel-wreathed-in-banefire pose graphic ready. Those two plus the typical angel spells are my ideas as of now. As for pretenders... - Virtue! - The middle eastish Titan pretenders. - Divine Glyph. Maybe for fun a different version that looks more like hebrew and less like arabic. Yeah, that would be fun. - Pillar of Flame (and cloud too). It looks like a mix of a huge fire elemental and a huge air elemental. It flies! It has fireshield! Heat aura! It tramples! It's ethereal! OH HEAVENS IT'S ALL POWERF- oh, no item slots. 1F 1A for the magics. Could be nasty in a battle, or then a piece of cake for someone shielded against it's flame strike, lightning swarm & trample, and with a magic weapon, and enough strength, and...well, not so useful in the lategame. - Huge rock tablet. Astral/Earth variety of the Monolith. They could have the Monolith, yeah, maybe Sphinx too. - Phoenix. But I think they get it anyway? - Something, anything else? Maybe some kind of...eee...Angel of Mannah, with sizeable supply bonus, healing and...hmmm. Earth for magic? I don't want them to have a too easy acces to sorcery magics out of Astral, unless they take rainbow pretenders/green dragon/monolith/something along those lines. Speaking of that, I was considering giving the Kohen a supply bonus (mannah). Thoughts? Anything else? Feedback? Yes? No? What? |
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With regards to the paths required to summon, my general opinion on those is:
1) Weak summon - everyone with the paths of the secondary mage should be able to cast it. In this case, it's S2A1 2) Average summon - takes either a lucky secondary mage, or a "base" primary mage. In this case S3E1 or S3F1 or S3E1F1. 3) Good summon - takes a lucky primary mage (or a base primary mage with path boosters). In this case S3E3/S3E2/S3A3/S3A2/S3F3/S3F2/S3W2. 4) Awesome summon - takes a really lucky primary mage, or a lucky primary mage with path boosters. In this case it's S3 + E3/A3/F3/W2 + E3/A3/F3/W2. As for pretenders, how about a burning bush? Should be immobile (but can teleport) and quite weak, but high astral and fire and dominion. Maybe S1F1 with Dominion 4 and 40 newpath. Or maybe S2F2 Dominion 2 newpath 30. Or something in the middle. EDIT: Also, it's very important that the mod will get one of those pictures that is shown when the mod is active! |
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If there are Kruvim, then a "Kruv Commander" of some sort makes sense and could be a mage. Maybe you could even have a summoning spell that summons a host/clan/group of Kruvim; A Kruv Commander and several/many Kruvim. And add an archer version of the Kruv while you're at it http://forum.shrapnelgames.com/images/smilies/happy.gif I'm pretty sure the old Sar Elad thread had many ideas in regards to angels you could summon. Quote:
EDIT: Here is the old discussion thread with all ideas in it. I haven't reviewed it to see what's relevant, but I'm pretty sure a lot of is good. http://www.shrapnelcommunity.com/thr...t=all&vc=1 |
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Argh...anyone know what are the spell numbers for the generic angel summoning spells?
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What do you need spell numbers for?
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Copyspell has always worked for me just using the name : /
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Well I managed to corrupt a MA Marignon game when trying to use the copyspell command by name. And it's also that I have to make up new names, descriptions etc for the copied spells. *sigh* #allowspell would be so much easier...but no.
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I've heard that DrPraetorius has made a list of all spells and their IDs, for 3.10. I haven't found it yet, but I hope it's posted somewhere here. I heard about it in the irc channel, though, so there's a small chance he forgot to post it here.
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