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New Nation - The Shogun of the Dark - Rise of the Ninja
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Uploaded new Version 1.04 - 12/03/2011
General Stat tweaks across nation Removed poison from Kuramaken Shuriken New Hero Sho Kusogi, Scorpion Clan Ancient New Unit Scorpion Clan Ninja trainable by Sho Kusogi New unit Endless Genin summoned by Endless Genin spell New Spell Endless Genin New Weapon Kusarigama used by Scorpion Clan Ninja fixed Devil Ninja form on Ninja Shapeshifter Added tentacle weapons to Pennagolan Comments welcome. This is a new nation that is meant to stand alongside or be played instead of later era Jomon. The Shogun of the Dark - Rise of the Ninja. ver 1.04 Dom Version 3.26 The Human Daimyos are nothing, it is the Shogun of the Dark who truly wields power in Shinuyama. Long ago did the Bakemono and their Oni flee back to Yomi and the Underworld but the Ninja Clans remember the road to hell, the road of vengeance called Meifumado. The shadow lands which surround it are filled with those who have fallen, bitter in defeat and desiring vengeance and now the new god is rising that vengeance shall be fulfilled as once again the road of Meifumado is walked. Race: Humans with some Demons. Military Troops: Bandits, Ronin, Venguful Samurai, Ninja Genin, Ninja Poisoners, Ninja Shapeshifters Commanders: Ninja Assassins,Ninja Mystics, Ninja Bloodwalkers, Ninja Poisonmasters, Masters of the Ebon Lotus Shugenja, Geisha Seductress, Kolat Infiltrator, Kolat Oyuban. Heroes: The White Ninja, Hanzo Hattori, Masaaki Hatsumi Undead Shogun of the Dark, Sho Kusogi, Scorpion Clan Ancient. Pretenders: Undead Shugenja. Magic: Moderate. Death, Blood, Nature, Astral. National Summons: Undead Samurai, Kumo Spider Spirits, Ninja Spirits, Pennaggolan, Ghost Generals, Kitsune, Nushi, Vampire Spirits. Strengths Spys, Assassins, Seducers. Many troops possess abilities. Poisons Weaknesses Weak leaders, Little variance on magic, weak armour. Limited range missiles, poor priests. Concept The idea is inspired from a variety of sources, Legend of the five rings, some anime, shogun assassin and my own general love of the ninja myth. A single assassin in LE Jomon simply wasn't enough ! http://forum.shrapnelgames.com/images/smilies/laugh.gif My basic theme is the idea of the road to Meifumado which is the road of vengeance which leads to hell. The Ninja clans all work from the shadows and are run by the Shogun of the Dark. The Shadowlands surround the road and are home to to many things including those who have fallen whilst seeking vengeance. All feedback and ideas welcome. Previous change logs EDITED *Uploaded new version 1.03b Added blood 1 to Kolat Oyuban to make douse work but reduced his research to minimum to keep concept. Changed Kintaro The White Ninja to just White Ninja to overcome naming issue. Changed few spelling mistakes. EDITED *Uploaded new version 1.03a V1.03a Fixed monster numbers to work with Dom ver3.23b placed mod in ZIP file rather than .RAR as requested earlier EDITED *Uploaded new version 1.03* V1.03 Added new graphics for Bandit and Bandit Leader Geisha Seductress seduce is reduced slightly Douse bonus on Kolat Oyabun should now work. v1.02 Added 2 new heroes, Masaaki Hatsumi and Hanzo Hattori New national summons - Pennaggolan Ninja Assassins given chance of Ninja magic path, research bonus and leadership. Ninja Troops given Kurumaken Shuriken Ninja Poisoners given Ninja Blowpipe this means poisoners have a significant range advantage over standard shuriken ninja. |
Re: New Nation - The Shogun of the Dark
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#era is not supposed to be capitalized. I'll try out the mod in-game later. |
Re: New Nation - The Shogun of the Dark
Thanks Saulot !
Tis now working. I also noticed 2 descriptions I missed so will upload a new version later today. |
Re: New Nation - The Shogun of the Dark
mm, there's also a problem with the two Ronin
1st Ronin costs both more gold and res and is the same stats as the second, though by the looks of it, one of them should have a No Dashi instead of a Katana. Bandits, have scale mail armor, yet they simply look the same as other banits with Ashigo armor or somthing, that and they do not have helmets. Bandit leader is weilding a falchion, does that fit?? Ninja poisoners seem rather useless to me, I'd suggest to make a kind of weaker unit, and less gold and res demanding. Make ninja spirits better, they are pathetic and cost 10 astral gems, they don't even have lifeless and cold resistance like most undead, If I remember correctly they had fists, they are not worth 10 astral gems. other than that, the nation doesn't seem to be too unbalanced or dysfunctional. |
Re: New Nation - The Shogun of the Dark
Yes, one should have a No-Dashi, looks like I missed a " mark. Fixed.
I want the bandits to be less equiped than other bandits, hence scale mail rather than full Ashigaru and no helmet. I may try to change the graphic a little to show this more. The troop scaling concept was. Armoured with spear (bandit) and then skilfull with swords and then into the specialist ninja and finally on the skillfull and armoured Masters of Death. Poisoners need looking at. They are using the woodsman blowpipe which doesn't seem to be very effective. The poisoners are meant to be shorter range but deadly missle combatants. Will look at ninja spirits. They are intended to be between shades and spirit mastery. I may just have set the astral cost too high. I also fixed Geisha, I had not set them to female...which basically meant there were lots of ugly lady boys running round trying to seduce commanders. http://forum.shrapnelgames.com/image...ies/tongue.gif I've probably made the one hero I've done too powerful at the moment too but I'll see. Thanks for the feedback Juzza. Will upload a fix for that lot shortly |
Re: New Nation - The Shogun of the Dark
Where are your assassin researchers?
If a nations is supposed to have awesome assassins, and you actually want everything based on assassinations, their researchers should be assassins. Giving Ninja Assassin's 10% chance of a Death random and a small researchbonus would achieve this. It's not my mod, of course, but this has been on my mind ever since LA Abysia didn't get a cheap, sacred mage-assassin. |
Re: New Nation - The Shogun of the Dark
The mod is themed for Ninja in general rather than the specific role of assassination, which ultimately anyone with a black heart can do.
Ninja Mystic, Poisonmaster and Bloodwalkers are all still Ninja albeit trained as Shugenja. But it's worth a thought, I like your suggestion. My problem at the moment is making the poisoners useful in light of general ninja use of Shuriken. I probably need to make an alternative Shuriken with a weak poison for the troop ninja to use and keep the current strong poison version on the commanders, when they use them. Anyone know how to make a missle weapon's range based on strength. I can't see it in the mod manual. |
Re: New Nation - The Shogun of the Dark
Actually a second thought could be a random chance on any of the Shugenja Ninja skill lines, so the assassins are actually drawn from general ninja ranks rather than specific type of Ninja.
so 10% chance on either death, blood, nature or astral. with a small research bonus.... Hmmm, possibilities. |
Re: New Nation - The Shogun of the Dark
If you look at the manual, Fire Bolas as listed as Range: -1 and is range: strength in game. However, the ranges allowed in modding start from 0. Thus it's impossible to mod ranged weapons whose range is based on strength.
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Re: New Nation - The Shogun of the Dark
Be careful if giving troops ranged weapons with weak poison. The poison ignores armour and shields, so the troops have to be of high enough cost or they will be overpowered and kill just about anything in numbers. I had this issue with the Skaven Gutter Runners and the lizardmen skinks I'm currently working on.
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Re: New Nation - The Shogun of the Dark
Cheers sombre.
Do you mean making a weapon poison damage type or adding it as a secondary effect ? |
Re: New Nation - The Shogun of the Dark
The only stealthy leader is the Kolat Oyuban, and he can lead only ten troops, not enougth considering the nation theme is stealthiness (?). After a short test I wasn't impressed with the dousing efficiency of the KO, only seven slaves in 15 turns in a 30000 pop province.
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Re: New Nation - The Shogun of the Dark
Good question. Generally speaking weapons which are themselves poisons, such as poison spit, ignore armour anyway.
Shuriken and the like use poison secondaryeffect because they are mundane damage from the projectile, poison damage from the coating. Those at least currently deal the secondary poison damage past the shield parry and prot as long as they hit. |
Re: New Nation - The Shogun of the Dark
The stealthy leaders things is a problem for me at the moment. The idea is that the Ninja have to work in small groups hence all of them can only lead 10 troops. I wanted it to be 20 but the mod commands go from 10 to 40. If I could make the Sanjaku headgear have a similar effect to the crown of command I could up it. I may well simply have to either create a Ninja leader or up the leadership on a Ninja Shugenja.
The Oyuban in my first mod only had a douse bonus of 1. I noticed the same as you and have upped it to 3 (i think) though Ive not had chance to test his capability since the increase. Thanks for the Input Humakty ! much appreciated. |
Re: New Nation - The Shogun of the Dark
Sombre,
thats not too bad then...a limited range projectile with a damage cap and weak poison is what I want. Shame I can't assign a strength as range to a new weapon. A question. I want to make a Smoke bomb which will do a small AE darkness which my ninja can then take advantage of their Darkpower special....any suggestions as to how to accomplish that? Also I would you mind if I used your Krasue graphic it is exactly what I need for another summon? I will totally understand if you don't want me to but I'm no artist and you seem to have a hand for it. http://forum.shrapnelgames.com/images/smilies/smile.gif |
Re: New Nation - The Shogun of the Dark
There's no way to do a small-scale Darkness. There are "cloud" effects, such as Leeching Darkness, but those just deal damage. You could do something that causes fatigue and has a cloud graphic, which would amount to the same thing (fatigue lowers enemy attack and defence).
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Re: New Nation - The Shogun of the Dark
You can use the Krasue graphic, yeah. It was sort of a quick job but it does at least look distinctive.
You can't get smokebombs working the way you describe. Closest fit would probably be an aoe spell or weapon which temporarily lowered stats. Something along the lines of what slime does. If you want to increase leadership a little what you could do is make some of your troops undead/demon/magic tagged, then have the leaders with 10 (poor) natural magical/undead leadership. Then they could lead 10 normal troops and 10 undead/magical. Of course that brings in some other issues. |
Re: New Nation - The Shogun of the Dark
New version uploaded. Main post edited to list new things.
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Re: New Nation - The Shogun of the Dark
Pennaggolan do not need dark vision they are undead and thus have perfect dark vision.
That's the only thing I could find this time, but I'll keep looking for faults in your mod! bwhaha!! Seriously though, it is looking far better now. |
Re: New Nation - The Shogun of the Dark
Thanks Juzza,
I probably just copied base stats from another creature and didn't spot the darkvision. I'll remove. The blood economy using Kolat Oyabun still doesn't work, even with a douse bonus of 3. I guess it is because he doesn't have blood magic. I will likely have to give him one point and lower the douse bonus. Also the Geisha is currently seducing a little too effectively. I was pulling mounted commanders out of an indy region for fun in my last game, not a single failure. I will lower it a notch I think. I'll likely try to add another hero or summons or a new graphic and do another update in the next day or so. Thanks for the feedback so far. |
Re: New Nation - The Shogun of the Dark
V1.3
New graphics for Bandit and Bandit Leader Geisha seduce bonus reduced slightly Douse bonus on Kolat Oyabun should now work. |
Re: New Nation - The Shogun of the Dark
I like the bandit graphics it really sets them apart from the original graphics!
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Re: New Nation - The Shogun of the Dark
Thanks Juzza,
Obviously I'm really only altering existing sprites to a greater or lesser degree depending on what I'm trying to achieve. I don't think I'm arty enough to create one from scratch though I'm getting good at changing colour schemes and altering stances and adding the odd thing in. Have you had much use of any of my heroes yet? Last few games I don't seem to have gotten one so I can't judge them yet. Also I noticed that my undead samurai are currently eating food, I thought the undead status tag would remove that but alas not. I will go through my creatures and make sure the ones that shouldn't be eating aren't and try update again in the next few days. |
Re: New Nation - The Shogun of the Dark
Oh so that's how you do it, well I do the same thing except, I also cut things from other sprites and put them on the thing I'm modifying, I did that for my Free Port mod.
All of my mercenaries were originally Ulm battle axe men, you should have a look because they turned out really well and I personally thing a planner look to the bandits, for instance a scale curus and leathery, plane boots and gloves. This is my Free Port mod, check out the sprites, most are just color change and other bits from other units, quite little is my handy work. http://www.shrapnelcommunity.com/thr...o=&fpart=1 |
Re: New Nation - The Shogun of the Dark
Can you put it in a zip so i can download it plz.
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Re: New Nation - The Shogun of the Dark
lol, classic mistake, since dominions is available on so many different operating systems zip is really the only universal compacting program, so upload all your files in zip so everyone can enjoy your hard work.
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Re: New Nation - The Shogun of the Dark
This may be a shot in the dark since the last post was over a year ago in this thread, but I got something to help with that maybe...
To the creator of this fun mod: Was it your intention to make the bandit leaders have magic abilities? I'm assuming no, since it makes them ridiculously more powerful than the high end mages and at quite a bargain to boot. ;) Now, if Spirokeat isn't around to answer and make the change, I tried myself looking in the DM to see if I could find what was wrong but couldn't. I'll copy/paste the code here for others to look at and see if it is something unintentionally coded or perhaps a conflict? Though if a conflict, why is everything else normal on the unit except for the magic abilities? I dunno, here is said code for Bandit Leader: #newmonster 2011 #spr1 "./shogun/banditleader1.tga" #spr2 "./shogun/banditleader2.tga" #name "Bandit Leader" #descr "Bandit leaders are lawless villains who live in the wilderness of Shinuyama and are controlled and influenced by the would be Shoguns of the Dark. Less well equiped than their counterparts in other clans they are under strict orders to leave the dead as they fall for reasons many do not wish to think about." #ap 12 #mapmove 2 #hp 15 #prot 0 #size 2 #str 10 #enc 1 #att 11 #def 10 #prec 11 #mr 10 #mor 12 #eyes 2 #gcost 60 #rcost 5 #itemslots 15494 #okleader #nametype 133 #armor "Chain Mail Cuirass" #armor "Iron Cap" #weapon "Chokuto longsword" #end I don't even see how this unit has magic, yet they do. |
Re: New Nation - The Shogun of the Dark
The problem is the monster number, there's been at least one patch since the mod was released and patches push back the numbers available for modding. Numbers for new monsters should START at 2200 now. So if you want to play the mod with proper stats on the units you will probably have to change quite a few numbers to get everything working as intended.
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Re: New Nation - The Shogun of the Dark
Thanks Rdonj, I'll try it. The odd thing is it's the ONLY unit in that mod that is funny like that. Thanks again
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Re: New Nation - The Shogun of the Dark
Yeah, I'm still around. I'm subbed to the thread so I get a nudge when people post. I'll take a look at the mod this weekend. I'm getting dragged to the in-laws so I'll drop it on my laptop and see if I can spot whats wrong and also remind myself what I was trying to do with all this.
Thanks for the interest all. Spirokeat |
Re: New Nation - The Shogun of the Dark
Simply changing the unit number as rdonj suggested fixed the issue. It's a very cool mod Spirokeat, job well done. :D
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Re: New Nation - The Shogun of the Dark
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You've spiked my interest again after not playing for a while. Quite looking forward to messing with it again. I'll have to download GIMP now ! cackle. :up: |
Re: New Nation - The Shogun of the Dark
Edited to ver1.03a
This just fixes the monster number issue for Dom Ver3.23b and also places the mod in a .Zip rather than a .Rar as was requested earlier in thread. feedback welcome on mod in general. :) |
Re: New Nation - The Shogun of the Dark
I'm looking to create a spell which will summon a number of troops as well as a commander to lead them. Anyone assist with the commands for this? I'm rusty at the mo till I get my head back round modding.
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Re: New Nation - The Shogun of the Dark
Sorry if you've downloaded in the last 30 mins. Had to change a couple of things to get back on track.
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Re: New Nation - The Shogun of the Dark
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There is a spell in my CPCS (see sig) "Animate Manikins" that summons Manikin and Mandragora. Download the mod, find the spell in the code and do the changes you need. |
Re: New Nation - The Shogun of the Dark
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:up: |
Re: New Nation - The Shogun of the Dark
Is this mod still being updated? Sorry for bumping it if it's dead, but its my favorite nation to play.
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Re: New Nation - The Shogun of the Dark
Hey Doomsday,
Glad you like the nation. I've not updated it for ages as I only tend to work on it when I'm in a phase of playing Dom. Since you've prompted me though I may install and give it some attention, been a while. I had loads of stuff to put in and work on. *ponder* |
Re: New Nation - The Shogun of the Dark
Cool, good to hear there's at least a chance for this awesome mod to keep growing.
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Re: New Nation - The Shogun of the Dark
I just played though the early game with it (until first AI killed, 3 more asking for it).
I like the flair and also the style how they are working (Close range - Hail of ninja-stars, kill off in melee). It still seams to need some commander sprites The only two major problem, I've found are: 1. The second shape of the Ninja shapechanger does not work yet. 2. Only a single research point on the only non-capitol caster is to much of magiclessness. Plus it's not really balancing necessary to keep the Bloodwalker, the Mystic and the Poison Maker un-capitol-only |
Re: New Nation - The Shogun of the Dark
Oh it's definately not complete. I just haven't had a session on Dom3 for a while to work on it further. I mentioned to a previous poster that I was going to reinstall, which I have. So next bit of free time I have (in about 2 weeks) I'll put some more work into it.
I'm glad you like the feel of it. I'll look into your comments when I get it back on. I've kinda forgotten where I was up to with it. I'll have to read back through my little dev notes. Cheers all, Spirokeat |
Re: New Nation - The Shogun of the Dark
I want to say first that I love the concept for this mod. Though a couple things striked me a little off.
First, the national troops only have one viable commander. The bandit and he only has a max of 40 troops. Yikes. And the lack of any shield units makes taking even indie provinces with masses of archers a bit of a struggle. I also liked the idea of having all the ninja units coming equipped with dark power. Which really is the only thing going for them once you research darkness. Haven't yet tried seeing how ridiculous it would be to cast utterdark. Figure the drain to resources and gold wouldn't be worth it. |
Re: New Nation - The Shogun of the Dark
First let me say it's been quite a while since I worked on or played my mod but I can obviously talk about the general direction of where I want to go with it.
The whole idea was that the ninja lead small bands of other ninja or stealthy troops and in conjunction with seduction and assassination you cherry pick indie provinces to get going. In combat the ninja would weaken targets with hails of shuriken and then finish with skilfull melee. Archer based provinces thus were always going to be challenging and shields are not really in my concept although the idea of arrow cutting ninja or samurai using the spinning leather arrow umbrellas might work (hmmmm) The mod has or should have lots of throw away troops available to act as fodder, ninja spirits etc as well as specialist summons such as the Kumo, Shuten Doji. There are a few things I have planned on but not yet implemented. I really want to polish this mod more and I said to another poster a few weeks back I may have time soon. In actually dug out all the sprite stuff and dom disks etc which are sa above my desk, I just need the iniative to install and get back up to speed. I appreciate your input very greatly though, I'm glad people have gotten some pleasure out of this. |
Re: New Nation - The Shogun of the Dark
instead of arrow cutting ninja, the ninja with umbrellas idea or just exceptional arrow dodging skills sounds much better. Anyway your bandits at present are the best choice for arrow catchers, and do okay against indies for that. Blessing air could also do the trick. Or not going sloth 3, lol. By the way is there any particular reason that you gave the commanders such relatively high resource costs? Especially the geisha. It also makes little sense to me that ninja gis and headbands give encumbrance.
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Re: New Nation - The Shogun of the Dark
Gotta say I like the mod, although I am a bit baffled by the lack of Kunoichi in what is a Ninja themed mod. Maybe replace the Geisha with a (slightly physically weaker?) Ninja Assassin who also has seduction?
Anyway, OP, you still around? Any plans for future updates in the near-future? |
Re: New Nation - The Shogun of the Dark
Hola,
Yeah still around although I didn't get emailed when Rdonj replied last so didn't respond. @Thatguy, I didn't make a distinction between male and female ninja in terms of the actual genin and ninja commanders. A ninja who is gi clad is there for one purpose to kill whereas one who is engaging in one of the five ways such as a Geisha, different story. So not sure where I could place Kunoichi as individual troops or commanders other than being more specific in my descriptions that female ninja are included amongst them. As I've said before I want to do some updates and I have some stuff already in my latest version which I have not uploaded yet. I just need some clear time to sit and get my head back round modding, been a long while and I always did this entirely for my own benefit as I don't play multiplayer. Spirokeat. |
Re: New Nation - The Shogun of the Dark - Rise of the Ninja
New update to mod which adds a new hero - Sho Kusogi, Scorpion Clan Ancient and his trainable Scorpion Clan Ninja who specialise in using KusariGama.
I've done some general tweaking to stats although I've to play through some full games with it so balance feedback is MOST welcome. With that in mind I also removed the poison effect on the Kurumaken Shuriken to really only the Ninja Blowpipes offer a mass poison option. I've added a new battle spell called Endless Genin which smokebombs a ninja ambush and adds 5 weaker Genin to your battle. Same level as the various undead versions of the spell. Few new graphics for the new units. There may be a naming issue on the heroes so if anyone knows how to prevent dominions from adding a random name to the front of your unit name for the purpose of heroes etc can you let me know. Plans for next update so far are some nation restricted forgable items. Any general errors or ideas feel free to msg me. Spirokeat. |
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