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-   -   Mod: Pax Malazica. (http://forum.shrapnelgames.com/showthread.php?t=39280)

Calchet June 14th, 2008 11:45 AM

Pax Malazica.
 
3 Attachment(s)
(Hi. First post for me around here, since I've had nothing to say until now. Might as well jump right in at the deep end!)

I'm currently in the middle of a project to bring some of the nations from the Malazan Book of the Fallen into Dominions III. Things are progressing smoothly, though I find myself wanting some input from others, concerning a few things.

I'm structuring the project as follows:
[Completed] Phase I: Get started. Write the list of phases.
[Completed] Phase II: Make a list of units, commanders, heroes, pretenders and spells for the Late Age Malazan Empire.
[Completed] Phase III: Implement the results of Phase II into the game as pure words and numbers, using input from the forum to patch up obvious problems of either balance, mechanics or fluff.

[In Progress] Phase IIII: Create graphics for all content implemented in Phase III, and get them working in-game.

[Unstarted] Phase V: Polish the Late Age Malazan Empire, making sure it works well and is reasonably balanced. Release version 1.0.
[Unstarted] Post-release Phase. Start working on the Middle Age Malazan Empire, while updating the previous content if required.

The current situation is that the third public release is done. Feel free to try it and comment on anything you think is missing, badly implemented or awesome.
I'll freely admit I have little knowledge of competitive dominions games (as I mostly beat on the AI), and my sprite editing skills are also weak. This means comments on balance and sprites are most useful to me, right now.

The file is attached to this post, if everything worked out. Version one and two are also retained for reasons unknown.

Calchet June 14th, 2008 12:07 PM

Re: Pax Malazica.
 
And now, for the things at hand.

I have a first-draft unit list that looks as follows - do you find anything missing? Is there a hole the nation needs to have filled, or is there something from the original work you find should be here, but isn't?

Commanders:

Fist (40 leadership, slightly better stats and equipment than a commander at the same cost)

High Fist (160 leadership, a 10-point standard ability. Otherwise identical to Fist, except being quite expensive and capital only.)

Wickan Commander (A horse-commander, with a javelin attack and a lance. Basically a light cavalry commander, but with slighty different equipment and better attack/defense statistics.)

Priest (Your average priest, but with a small chance of a random magic path - can get any non-blood path, but is not to be relied upon. Represents the fact that priests in the original work seem to have some magely power, most of the time, and somewhat makes up for the abysmal priests and lack of sacreds.)

Cadre Mage (Cheap mage with S1 and 100% 1?FWAE)

Capital-only High Mages of four different paths - Telas, Ruse, Serc and Tennes. Not old, these have 2 in their main path, 1 in astral and a random pick from three paths, with a 33% chance to end up as a third point in their main path. Currently costed at 320/1)

Claw (An elite assassin-mage! These have a dagger and a light crossbow, and a solid chunk of mage presence - 2S1A, as it stands. Otherwise identical to the plain-old assassins.)

Marine Sergeant (Just like the Marine troop below, except with a leadership score of 10 and somewhat better morale - these exist to lead the sneaky marines around.)

Moving down to troops, we find:

Rather generic medium and heavy infantry, both with good defense and a shortsword/shield combination for arms. Slightly better morale than their counterparts, though.

No archers!

Malazan Marines (Elite infantry armed with shortsword and a solid crossbow, these troops are stealthy and handy when raiding, having a map-move of 2 and forest survival.)

Wickan Horseman (See their commander above. While I've still to see if it's possible to accomplish in a reasonable manner, I'd like these to each summon a free cattle dog at the start of battle, giving them some added value in the shape of producing disposable arrow-magnets.)

And, finally and (perhaps) obviously...

Sappers. Not very fast, not very strong, with very questionable morale and no magic resistance to speak of, they each have two area-of-effect munitions to throw - a near-miss will wipe out most regular troops, regardless of armor. Also come with a hefty siege bonus, and can sneak around alongside the marines.

There will be a grand total of one new pretender: Empress Laseen herself, something as unusual as an assassin-pretender. (Not that you can't buy her some solid magic picks, of course.)

Heroes more or less pick themselves. Two adjuncts, one High Mage, the Clawmaster, the head of the Chain of Dogs, and to round things out, a one-eyed archer.


So, after that rather lengthy post, what I ask is - am I missing anyone or any unit type that should be there? Is someone or something there who shouldn't be? Is something I'm describing impossible to accomplish? Do you have any other comments?

Sombre June 14th, 2008 02:39 PM

Re: Pax Malazica.
 
160 leadership is extremely high, the sort of thing you normally only see amongst SCs, gods, heroes and the like.

Calchet June 14th, 2008 03:19 PM

Re: Pax Malazica.
 
True, I suppose, though I can't really find a better way to implement what represent the ultimate in top-end general technology other than jacking up the leadership - combat boosts are more or less wasted, since it's not going to touch thugging with a twenty-foot pole, and they're not mages in any way, shape or form.

Would an ability to "summon allies" some regular heavy infantry, or perhaps domsummon them, be better?

(Or any other suggestions on how to make an expensive capital-only commander that doesn't really do anything other than lead armies worth purchasing over a mage?)

Endoperez June 14th, 2008 03:32 PM

Re: Pax Malazica.
 
You'd need that kind of extreme leadership for capital-only non-mages to be recruited instead of one of the FOUR capital-only mages this nation has access to.

Conceptual Balance mod tries to achieve that by giving a hero an extra knight every turn or something.

Aezeal June 15th, 2008 08:51 AM

Re: Pax Malazica.
 
This sounds nice though.. could very well be a nicely balanced nation. Maybe a commander with sailing since the malazan are all over the world and them flying allies the malazans have? (i'd say the high fist to make him a bit more versatile so he might be recruited once in a while and it represents that usually large armies shipped out are led by a high fist)

I think the cadre mage should be more random though, I don't see why it should be S1 considering the books. They are just whatever they are and in varying strenght. I know the astral might be to simulate they work together but I don't really see any real communions in the books, just mage working together without actually merging powers. Most other paths seem more apporiate

I'd say
100% EFAWNSDB
100% EFAWNSDB
50% EFAWNSDB
10% EFAWNSDB
10% EFAWNSDB

might represent the rag tag assortment of mages form all different paths they are in the books. To increase reliability a bit the 50% might be coupled to one of the 100%'s so there is at least a 50% chance of having 2 in a path. (no idea if that can be modded though, but the gath have it)

it's not reliable so that is a minus, but acces to all paths is a good thing too. And some of them will be unexpectedly powerfull as a certain bridgeburner cadre mage)

They shoulnd't be that cheap and expandable either (as you imply) since in the books it's clear the mages are very valuable to the army and protected by the regulars at all costs.

Also the marines seem to be about the only troop I'd recruit when I read this (and the books) http://forum.shrapnelgames.com/images/smilies/laugh.gif

Endoperez June 15th, 2008 09:07 AM

Re: Pax Malazica.
 
The only mage with full random is Lore Master. A Cadre Mage shouldn't be anywhere close to them, whatever they are portrayed in the books. Two full randoms would already make them one of the best secondary mages available for any nation as far as versatility goes, and if they also get 50 and two 10% randoms in addition to the two full randoms they would be the most versatile recruitable mage in the game, AND they'd often be quite powerful in battle.

Quote:

To increase reliability a bit the 50% might be coupled to one of the 100%'s so there is at least a 50% chance of having 2 in a path. (no idea if that can be modded though, but the gath have it)

Linked randoms have never appeared in anything but 200 or 300 reliability. I don't think 150% chance would work, and if it's 100 and 50% random they are independent of each other.


S1 and elemental random is pretty good IMO. Alone, they're weak unless they use a gem to cast Power of the Spheres and/or Earthpower/Phoenixpower, or can use Storm/Water Power. With communion, though, they scale up very well. If you're afraid they're too weak, give them a low-chance S random or change the random to elementals + S. That way, some of them can use the Astral combat spells up to Soul Slay (with Light of the Northern Star).

Calchet June 15th, 2008 10:12 AM

Re: Pax Malazica.
 
As far as the cadre mages are concerned, I did start them out as completely random, but scaled their randoms down to the main elements I chose to narrow it down - F, W, E and A, or Telas, Ruse, Tennes and Serc. The astral level represents not so much them forming actual communions in the books, as the fact that they do work together as units of mages.

For now, I'm also keeping them at a rather low power level, two first-level paths, seeing as how they're cheap, recruitable anywhere, and in the late age. Real spells are left to the High Mages or full cadres cooperating.

While on the topic of magic, I'm thinking a set of unusually early teleportation spells requiring a modest number of astral levels would be thematic (the Imperial Warren) as well as useful for the Claw to move around looking for suitable victims - can anyone think of anything else they should have, thematically?

Aezeal June 15th, 2008 12:04 PM

Re: Pax Malazica.
 
Endo, would it really be so overpowered? The chance of reliably getting a mage that can do the same higher magic as another is very low so you can't really research toward something or field a battery of mages casting the same spell. Not to menion most of the time they'd only have 3 total magic "points" most often in 3 different paths.

They would be versatile for sure but I can't really see them as powerfull on the battlefield.
To be honest I really think they might even be weak the way I did them.

And since the malazan empire is so large I think the ability to have all magic is a nice fitting bonus that is not yet in any nation and would make them different.

Anyway I do think the cadre mage needs a little boost maybe 2 randoms in total and a bit more versatility (maybe N or D) And only having a 2 point mage recruitable everywhere makes a bit of a weak magic nation.

I think the teleportation spell idea is a good idea (I had the same idea myself but I was about to suggest cheap national spells for each magic type) but that might be MUCH more unbalancing than the mage I suggest.

What do you think of the flying support troops I suggested?
And you really don't want sacreds? (I can't think of a unit that should be sacred though.. except that the claw is clearly in Laseens favor.)
PS you could give the high fist a banner too if he still needed pumping to make him more viable (But I think the sailing is a better first step)

Endoperez June 15th, 2008 01:36 PM

Re: Pax Malazica.
 
Quote:

Aezeal said:
Anyway I do think the cadre mage needs a little boost maybe 2 randoms in total and a bit more versatility (maybe N or D) And only having a 2 point mage recruitable everywhere makes a bit of a weak magic nation.

I haven't read the books. Would the Claw be capital-only or not? recruitable everywhere S2A1 mage is good enough for combat, especially in LA, and in middle game at least communions would be good. If the Cadre Mages are the only non-capital mages available, then yes, they could use something else. At least 50% pick of something useful, like S2?

Calchet June 15th, 2008 03:46 PM

Re: Pax Malazica.
 
The Claw should probably be capital only, so as to not become the main mages used in battles, rather kept for assassination, scout and raiding duties.

Regarding Cadre Mages, I'm wondering - is it possible to get magic-using commanders recruitable without needing a lab? That might be one way to boost them up, alongside a very low cost for even their modest magic skill.

Amos June 15th, 2008 04:26 PM

Re: Pax Malazica.
 
Would you be adding various Ascendants? I would like to see Oponn as a summon.

Calchet June 15th, 2008 05:02 PM

Re: Pax Malazica.
 
I might well toss in a few summons if I can manage to create art that works well as representing their results, but I'll be the first to note that I'm not a real artist.

Putting that aside, though, I have a hard time seeing most ascendants putting themselves under the command of a pretender - possibly excepting said Oponn, and then only for a time. (Until luck turns, say.)

The summon should, I reckon, be astral-based and involve the possibility of getting absolutely nothing or less than what you pay for. Say, a set of results including the twins themselves, three or four useful units that are still worth less than what you pay, and one or two completely useless units.


If things work out well with the Malazan Empire, however, I'll likely move on to other nations in the universe, which will bring in some ascendants as pretenders - Rake and Brood, for example.

Aezeal June 15th, 2008 06:47 PM

Re: Pax Malazica.
 
if all mages except cadre mages are cap only I doubt most will see much use.

I agree though that ascendants answering too Laseen is not that realistic http://forum.shrapnelgames.com/images/smilies/laugh.gif

Setting loose the Houds of Darkness or Shadow on a distant province to wreak havoc (for independants, not to gain the province) might be nice.. though probably not used a lot unless they where really capable of keeping the province for a while (which they should be able too)

I think you can get magic user without a lab if they only have randoms (as for example... my version of the cadre mages) havént'actaully tried it yet though.

Oponn doesn't really do anything in the books.. except well.. change luck.. I can only imagine them as the one a huge beacon of luck, maybe creating a pearl/round and high astral magic. The other a (high) steal character that gives misfortune to enemy provinces. THey shouldn't really fight though. The one with a battlefield spell that gives luck to all your troops, the other which curses the enemy or something.
--> regardless of this mod this would be nice summons though http://forum.shrapnelgames.com/images/smilies/laugh.gif maybe propose them in the end game summons thread

BTW endo I can really advice reading the books.. one of the best fantasy series around.. the next book is on the top of my list together with the new Fire and Ice book.

Sleet June 17th, 2008 03:49 PM

Re: Pax Malazica.
 
Great idea and work so far!

Karsa Orlong may be a good Pretender too... (or perhaps better a hero)

I assume one of the heroes would be (you hav eno names in your list):

Quick Ben

Attle June 17th, 2008 04:26 PM

Re: Pax Malazica.
 
I just want to say: Awesome idea!
Looking forward to try it out. Also I totaly support Sleets idea of having Karsa in the mod. He is simply awesome( yeah, I think so, so what?! wanna fight about it?!)

Aezeal June 17th, 2008 04:41 PM

Re: Pax Malazica.
 
I light of the end game summons thread I think summoning the bridgeburners as a high level summon would be best.. no real SC or strong mages except Ben but combined a valid summon worth the research and summon cost...

maybe give fiddler an AOE crossbow with shoot commanders option.

Karsa Oblong isn't really with the empire in any part of the books if I recall correctly.. he could be a summon but as pretender it would be strange.

As Pretender I'd sooner see The Emperor or shadowthrone.. they/he have some ties to the empire at least.

Calchet June 17th, 2008 04:48 PM

Re: Pax Malazica.
 
The current plan is that Quick Ben will not be the high mage, actually - Tayschrenn is the high mage hero mentioned.

Quick Ben - alongside some of the Bridgeburners - might instead appear in the Middle Age version, where Kellanved is still around.

Karsa is awesome, but not within the scope of the currently planned mod. If I ever create a Teblor/Thelomen Toblakai nation, he'll be there to pretend for it. If I create one for the Whirlwind, he'll be a hero.

Attle June 17th, 2008 04:49 PM

Re: Pax Malazica.
 
Actually Karsa would be perfect as a pretender... ;D

Aezeal June 17th, 2008 04:50 PM

Re: Pax Malazica.
 
Personally... I'd worry more about making one great LA nation with all stuff in there than about a 2nd MA nation.. if the LA nation is finished and very good and played a lot and you want to continue, maybe then see how you change things..

getting ONE nation that gets played a lot in MP etc will be hard enough http://forum.shrapnelgames.com/images/smilies/laugh.gif

Calchet June 17th, 2008 04:56 PM

Re: Pax Malazica.
 
I have no expectations to see the mod "played a lot in MP etc", though I do want to make it as good and balanced as I can with what little ability I have.

As the first post shows, the focus is currently completely on the LA nation, and only once it is complete and has reached a level of polish I can be satisfied with will I move on to others.
(If you want to see it get there faster, I gladly accept all contributions, be they in the form of ideas, suggestions and answers to questions I have, or even unit art and such.)

Aezeal June 17th, 2008 05:43 PM

Re: Pax Malazica.
 
no reason not too use Ben then.. he's famous for having all paths...

HoneyBadger June 17th, 2008 05:48 PM

Re: Pax Malazica.
 
Just to add more thematic flavour, the T'lann Imass might make a good sacred, immortal summon-not particularly devastating, except in large numbers, and hampered by Undead tag, but with high mobility/flying. This already has precedent, since the first Malazan emperor had some T'lann Imass under his control.

The Fokrul Assail might make another interesting, mid to high level summon, especially if they are an uncontrolled, distance summon. Perhaps for the firstform, appearing as a massive sealed tomb-hard to destroy, immobile-that, when finally destroyed-preferrably by independents or your enemies, when you're not around, transforms into the Assail, an engine of death (100% regeneration, multiple attacks combined with quickness, high strength) who attacks both friend and foe.

The Jaghut, with their time immobility/stasis powers, and stealthiness, might be fun to see in the game, since they could be made unique from all the other "giants" in the game. I don't really see them being a summons though, maybe a multihero?

And remember that the Crippled God was basically a Summons that went a bit wrong-so maybe a very high level blood summons? Unique, ofcourse.

Aezeal June 17th, 2008 05:57 PM

Re: Pax Malazica.
 
Nice idea's Honey, I see the Jaghut not really in the empire though.. just like the Forkul and the hounds more as a distant summon for neutrals to take and hold an enemy province.

The T'llann as sacred immortal summon rocks though.. it also fits nicely with the new discussion on high end summons..
a summon of say 30 immortal units (thug level but no slots) with a leader (thuglevel) and undead sounds nice.

HoneyBadger June 17th, 2008 07:33 PM

Re: Pax Malazica.
 
I don't see the Jaghut race as part of the Empire either, but maybe in the role of a free agent, or mercenary that, individually, has ties? And they'd certainly be likely to take shelter where they could find it, against the T'lann Imass...That's why I suggested them as a possible multi-hero, because occasionally one *might* show up to help you out-most likely out of their own motivations, as much or more than to serve the newly awakened Pretender.

Calchet June 17th, 2008 09:30 PM

Re: Pax Malazica.
 
The T'lan Imass will not be included in the initial mod: it's the Malazan Empire at the time of Laseen, after all - not Kellanved. National spells will be probably be limited to one or two related to the Imperial Warren.

For similar reasons, none of the named Bridgeburners will be taking part - they are a remnant of the old guard, and will at most be included as a generic "Bridgeburner Veteran" multihero.

Calchet August 22nd, 2008 02:22 AM

Re: Pax Malazica.
 
Well, I'm back after summer, and with a first released version! (Attached to the first post.)

Know that it is rough and completely devoid of graphics, but it should still be a playable nation.

You can probably spot at least ten glaring balance issues after five minutes, and that's awesome, because I want to know about them.

As always, all comments and suggestions are welcome.

Aezeal August 22nd, 2008 01:00 PM

Re: Pax Malazica.
 
I've not tried but how can it be playable without graphs?

HoneyBadger August 22nd, 2008 02:18 PM

Re: Pax Malazica.
 
One can always use graphics as placeholders. DrPraetorius created some very fine mods that lacked real graphics.

Attle August 25th, 2008 05:25 PM

Re: Pax Malazica.
 
I am currently trying this mod out in SP and one thing that stands out is the lack of decent PD. I only get militias at 30 PD which is very poor. It can't stop anything.
Other than that I haven't found anything really worrying, maybe the troops are a bit expensive but that can be countered with proper scales.
What I really like is the sappers and the Claw, they are awesome! Though I think the Claw could get a boost statwise. C'mon, they are Claw! The sappers should also get a bonus when sieging.
My next plan is to have a squad of Claws port in on my enemy's capitol and wreck havoc with their awesome astral magic!
I shall play some more and try to come up with some useful info, but so far it looks like a really fun and promising mod. The sapper/marine combo holds quite some potential for MP, as does the versatility of the mages.
Really looking forward to when you implement some of the heroes. :D

Dragar August 27th, 2008 02:19 AM

Re: Pax Malazica.
 
I haven't had a chance to download this yet, just some comments from what has been written in this thread:

1. I love the idea of the claw, and feel that making them sacred (appropriate if you have Laseen as pretender) would give them the boost they need, and be something pretty special. I don’t think there are any sacred assasins currently?

2. Unless there is a sacred recruitable unit I’m not aware of, why not have the Bridgeburners(or Bonehunters) as sacred versions of the marine and sappers? Just add Sacred and up the gold cost appropriately. I’ve got to say I’d love to play them with an S9 bless, Twist Fate seems highly appropriate

3. I love the common astral theme through the cadre mages (which are fine) and the High Mages. National spells relating to teleportation would be excellent. I’m not sure if its codable but if you can create a ritual for dropping unrest in a friendly province, that would link nicely to their ability to assimilate conquered lands. I don’t think any summons are necessarily needed or thematic.

4. In terms of the cadre mages, the large variety of magic types in cadre mages in the books can be covered by indy mages, I don’t think they have to be available as national troops. You’ve got it fine as is

5. I don’t think sailing is needed – its not that central to the feel of the Malazans, and with easy access to air, water and astral (with bonus gate spells) you shouldn’t have any hassles crossing the oceans anyway.

There is huge scope to add other races in to this mod, it could be very interesting. Who wouldn't want to play the toblakai, or the tiste andii? :)
If you ever create a letherii race make sure to give them sensational admin values on their forts

Calchet August 27th, 2008 07:35 AM

Re: Pax Malazica.
 
Oh, actual feedback!

Thanks to both of you, and I'll try to respond to everything. Let's see...

Attle:
The PD is an oversight on my part - it has been replaced with Medium infantry and some Marines in my internal version.

The Sapper siege bonus missing is also an oversight, and has been included now.

I agree that the Claw has somewhat sub-par stats currently, and have bumped them up.

Heroes should be present in the next pre-graphic version, to be released soon unless something unexpected happens.

Dragar:
1. Slapping Sacred on the Claw might not be a bad idea - however, that would give them cheaper upkeep, and my current plan for them is having them available everywhere, but very expensive, and Sacred would counter the upkeep part of that. I'll look into increasing their purchase price even further and adding sacred and see if that works out.

2. Bridgeburners, other than the possible previously mentioned Bridgeburner Veteran multi-hero, will not be appearing - they belong in a Middle Age version, where Kellanved still rules. Bonehunters, on the other hand, I could see being a sacred choice - if nothing else, Tavore will produce them somehow.

3. They already have one teleport-related national spell, a research-free S2 Cloud Trapeze called "Travel the Imperial Warren". (Only Claws and Lasseen have the paths required to use it naturally.) If unrest-manipulating rituals are possible, those could make sense.
For national summons, I'm playing with the idea of having a couple of high-level Construction rituals for copying some of the more destructive munitions, probably implemented as summoning a free sapper wielding it.

4. Agreed.

5. Sailing is currently on the High Fist, who is the resident Leadership monster that needs anything he can get to compete with the High Mages, and the Marine Sergeant, who is likely resourceful enough to steal a boat for his squad when required.

I'd love to add some additional races, but first, I have to get past the part of this one I'm worried about -- graphics.

...and again, thanks for the feedback.

HoneyBadger August 27th, 2008 05:31 PM

Re: Pax Malazica.
 
If you still want them expensive, just double their cost-if I recall correctly, Sacred only reduces the upkeep by half.
I might be mistaken on this though...it might mean 0 upkeep?

Dragar August 27th, 2008 09:47 PM

Re: Pax Malazica.
 
no, it reduces by half. Doubling cost is likely an overkill though

HoneyBadger August 28th, 2008 12:35 AM

Re: Pax Malazica.
 
In that case, maybe compromise at a 50% increase in cost? That still would give you a gross 25% upkeep, without making them prohibitively expensive.

I don't think there's a resource-upkeep in the game, but it would be kind of fun if there were-maybe reduce Prot (armour) and Move (calvalry) for certain units, over time, that were out of areas with proper infrastructure to maintain their equipment.
Along the lines of Starvation in areas without enough Supply.

Attle August 30th, 2008 02:07 PM

Re: Pax Malazica.
 
Some of my thoughts on the troops. The heavy infantry is great at soaking up damage. The sappers are a bit volatile, just as in the books. With the siege bonus they will be a solid unit too. The marines are very good, with their precision 14 almost all their bolts hit the target. Though some might say that precision 14 is a bit high, don't think there are many if any other ranged troops with that high precision. But on the other hand they are quite expensive. The wickans are superb, I don't really need any other troops than them. A priest to keep the morale up and then I just watch tear through the enemy. Haven't used medium infantry yet, but shall from now on since I think the heavy are a bit too slow. It don't seem to me that any of the troops are overpowered since Malazans don't have any sacred units at all and I think you should keep it that way. Malazans are in no way a religious people.
I've also been playing a bit more with the claws. While their astral magic is really good I still think they need some better stats to reflect that they are indeed the "elite" or maybe you could leave them as they are and lower their cost a bit.
I've also noticed that the high fists start out really old which is not a real problem in any way, it's just that it sucks when they go and get diseased and die during a campaign resulting in my armies getting stuck. ;)
A bug that I found is that all the great hawks that I summon are named Laseen. Neither is this a real problem but I was a bit surprised when I saw that Laseen had fled in to enemy territory while still being imprisoned.

Calchet October 5th, 2008 10:06 AM

Re: Pax Malazica.
 
Progress!

Here's an updated version, with the following changes:

Claw: Better stats.
Marines: Less precision.
Laseen: Should no longer conflict with bird names.
Two new heroes! (The high mage and one of the adjuncts.)

Still no graphics - but I'll be unable to mod the game or even access my computer for a few months, so I figure I might as well post what I have. (If nothing else, I'll be able to download it and include some graphics from elsewhere if I find the time.)

Updating first post to include the download.

Attle October 6th, 2008 02:51 PM

Re: Pax Malazica.
 
Nice! Will try it out.

DonCorazon December 2nd, 2008 03:45 PM

Re: Pax Malazica.
 
Cool idea! I just came across this now so will need to give it a try but since I can't hold back an idea :) on summons: the Empire had those demons they could call into battle like the lord of the Galyan or the Kenyll'rah.

Anyway, thanks for the effort and look forward to checking this out!

Conq December 2nd, 2008 04:09 PM

Re: Pax Malazica.
 
Thanks for directing me here clachet.
After reading through the entire post, I just have a few suggestions even though I haven't played it yet. (I am still running Dom2, planning on getting Dom3 for xmas)

Just some conceptual suggestions (i've read Erikson up to Toll the Hounds, and just finished Esslemont's Return of the Crimson Gaurd, its all still fresh in my head)

From what I saw you have all of your hero's covered except the Sword of the Empire. Korbolo Dom is the sword atm but at one point it was Dassem, so this could be the difference between MA and LA. Korbolo isnt as badazz and Dassem was/is so he would have slightly weaker stats.

I agree with DonCorazon about the summons, the only real "summoning" that I can recall in the books were those demons and the Imass (kinda). Or you could have the Moranth as a special summon since they were allies of the empire on Genabackis, and the brigade of Gold ended up helping on Quon Tali.

In Return of the Crimson Gaurd Laseen fielded a lot of skirmishers, basically villagers with crossbows, so you could maybe implement that, although from what I remember thats not really standard procedure.

But since i've yet to play it all I can do is look at the code you got, and its looks fine to me.

Keep it up bud!

Calchet January 17th, 2009 04:23 PM

Re: Pax Malazica.
 
To show some sign of life, I've uploaded the current in-progress version, "Alpha 3".

I'm currently just getting into the graphics part, and as such, there should be quite a few additional updates over the next few weeks.

Other changes for the current version are poorly documented, but a changelog would look something like:

- Claws are now sacred.
- The starting scout is now a Marine Sergeant. You can give him some of your starting Marine troops and have him sneaking off to harass someone instantly, if you like.
- A construction 3 fire spell summons some sappers wielding more powerful munitions. Handle with care.
- Heroes more or less finalised:
Adjunct Lorn is virtually immune to magic thanks to her Otaral Sword, and she will extend this protection to your army, duplicating the effect of the spell Anti-Magic.
Tayschrenn is simply a very powerful mage of many paths.
Coltaine is a great commander, with an unparalleled Standard ability and Awe. He also summons a Wickan Horseman and five dogs each turn.
Fiddler is a sapper extraordinaire, and uses a custom weapon to fire heavy munitions from relative safety.
- Heroes no longer named. Curse you, lack of nametypes!
- Sprites for Marine, Marine Sergeant and Coltaine.
- Other stuff.

Attle January 18th, 2009 10:51 AM

Re: Pax Malazica.
 
Awesome, will try it out!

Conq March 13th, 2009 12:58 PM

Re: Pax Malazica.
 
Still in progress?

Calchet March 13th, 2009 01:06 PM

Re: Pax Malazica.
 
It's more or less ongoing - I'm not yet confident enough in my spritecraft to create good-looking graphics without reference material, but the mod is not at all abandoned.

I've taken up a few projects in addition to this, mostly to practice creating sprites on units that I do have reference material for - but I fully intend to finish this.

Aethyr July 22nd, 2009 11:53 PM

Re: Pax Malazica.
 
Bump! How's this project going?

Calchet July 23rd, 2009 02:49 AM

Re: Pax Malazica.
 
It's been sort of stalled, lately, as I've been busy finishing up my education.

That said, one of these days I'll get around to adding the finishing touches required for a proper release.

Aethyr July 23rd, 2009 04:44 AM

Re: Pax Malazica.
 
Good things are worth the wait--well wishes on your studies.

Deathjester October 17th, 2009 06:51 AM

Re: Pax Malazica.
 
Seconding that good things are worth the wait!

Deathjester October 24th, 2009 03:25 PM

Re: Pax Malazica.
 
I've played around with this a bit, and I like it over all.

I do have a few comments right now, about Coltaine.

He autosummons dogs and men. I think I personally would prefer if he would summon them via "Summon allies", but either way works. I also think 5 dogs, especially autosummons, is one or two too many.

Finally, something that I assume is a bug (even though I've only read two books in the series) - the dogs that follow Coltaine seems to be Lamias. When they die, they transform into Lamias - not intentional I presume?

Good work - here's hoping you finish this one day!


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