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Trailer on Youtube :eye: Watch Nosophoros - The Vampire Lords Trailer Nosophoros Wiki - Units/Heroes/weapons/magic/stats and much much more. The Vampire Lords. The nation ruled by Vampire Aristocrats. To be Pureblood is everything and where master and servant know their rightful place in society. A nation populated with both humans and vampires. Take control of the mysterious Mystics, the notorious Summoners and the wicked Necromancers to gain your godhood. Since the time The First Vampires walked the earth, man has feared these bloodthirsty beasts. In time came the era of the Purebloods, which marked the beginning of the Vampire Aristocracy. The legacy of The First Vampires lives on only through the blood of this aristrocracy. The Vampire Lords come from Noble Pureblooded families, who rule the Vampire Nation, though they have to obey the Laws of Blood which are written by the Vampire Council. The Priesthood of the Vampire Council are the law givers and upholders. Next, power falls to the Noble families, Merchant families, citizens and humans. Fortresses and castles of the vampires can usually be found in the mountains or highlands, whereas cities and villages are more common in the highlands and plains. http://s6.postimage.org/vrxc6kzqp/Nos_Screen1_pre.jpg http://s6.postimage.org/q6ax2iz1t/Nos_Screen2_pre.jpg http://s6.postimage.org/ani2j5g4x/Nos_Screen3_pre.jpg Click to enlarge Chart of Units http://s6.postimage.org/dghaqkx65/Chart_of_Units.jpg Click to enlarge Features of Nosophoros National Features • Blood, Death and Astral Magic • Blood Nation • Preach via Blood Sacrifice • Like Cold (-1) • Vampires Consume food • Some Flying Units • No Bowmen • No Cavalry Army • 10 New Units • 12 New Commanders • 4 New Heroes • 1 New Multi Hero • 3 New Pretenders • 10 New Other Units • 68 New Vampire Names Weapons/Spells • 11 New Spells • 12 New Vampiric Divination Spells • 14 New Weapons • 10 New Armor • 1 New Weapon to be Forge • 2 New Magic Sites • 1 New Vampire Flag ------------------------------------------------------------------------ The .zip file contains; Nosophoros mod files. Nosophoros Manual.pdf Nosophoros UI for Dominions3 (.tga) Nosophoros launcher Icon (256x256.png) ReadMe.txt Changelog.txt In this universe I created most vampires can transform to wolves, mists and bats, but due to balance issue and coding issues only some of the units have it. For technically changes and stuff, see the ReadMe.txt Your friend Thilock Dominus ----------------------------------------------------------------------- http://s6.postimage.org/wew8w3wmp/Thalic_Banner.png Thalic, God of Gods, King of the Dead, Warrior Against the Sun, King of Kings, Lord of this World is a pretender God trying to banish all other Pretenders and become a true God. More Info - click here 1 Pre-made Pretender is available (PretenderShadowDragonPreMade.zip) Unpack it in ~/dominions3/savedgames/newlords ----------------------------------------------------------------------- http://s6.postimage.org/rrq6uc99t/Ivan_Banner.png Ivan, Drinker of Blood, Patron of Soldiers, Councilor of Gods, King of Kings is a Pretender God trying to banish all other Pretenders and become a true God. More Info - click here 1 Pre-made Pretender is available (Ivan The Vampire King.zip) Unpack it in ~/dominions3/savedgames/newlords ----------------------------------------------------------------------- Changelog 1.02 --- NEW --- • Tested with Dominions 3 version 3.27 • The Manual redone. • Chart of Units • New Gui (Grey Gui), replaces the old Nosophoros gui. --- Changes --- • Mystic: gold cost reduced from 110 to 90 • Dark Mystic: gold costed reduced from 220 to 200 • Ancient Vampire Lord: HP increased 22 to 28 • Ancient Vampire Lord: Death Magic increased from 4 to 5 • Ancient Vampire Lord: Regeration increased from 10 to 20 • The Choosen One: New ability; Ethereal • Dark Summoner: gold cost increased from 425 to 430 • Dark Summoner: Resources increased from 5 to 8 • Dark Summoner: Strength increased from 12 to 14 • Dark Summoner: Attack increased from 10 to 12 • Dark Summoner: Defense increased from 8 to 12 • Banner changed. Changelog 1.01 --- CHANGES --- • Nosophoros GUI Updated • Blood Gift changed to: A Vampire's Instinct. • Power of Blood changed to: The Scents of Blood. • Greater Power of Blood changed to: Blood of Kings. • Removed "ambidextrous" from Ancient Vampire Lord. • Removed "ambidextrous" from Vampire Lord. • Removed "ambidextrous" from Black Rose Lord. • Removed "ambidextrous" from Black Rose Guard. • Removed "ambidextrous" from Pureblood Vampire. • Removed "Standard" from The Chosen One. • Removed "Standard" from The Chosen One - Wolf form. • Ancient Vampire Lord: Dark Power 2 ---> 3 • Ancient Vampire Lord: Random Magic 3 ---> 4 • Ancient Vampire Lord: Removed Standard. • Vampire Lord (Hero): Removed "ambidextrous". • Child of the Night Wolf Shape: Morale 12 ---> 8 • Snow Demon Wolf: Defense 14 ---> 10 • Snow Demon Wolf: Morale 30 ---> 20 • Necromancer: 2 earth ---> 2 astral. • Necromancer: Change in unit description. • Necromancer: Forge bonus removed. • Necromancer: Darkvision 25 ---> 50 • Shadow Necromancer: 1 astral ---> 2 astral • Shadow Necromancer: 3 earth ---> 3 random • Shadow Necromancer: Darkvision 50 ---> 75 • Shadow Necromancer: One Shade will join each month. • Mystic: Healer ability removed. • Dark Mystic: Healer ability removed. • The Judge: Healer ability removed. • Dark Summoner: HP. 25 ---> HP. 20 • Dark Summoner: Def. 12 ---> Def 8 • Dark Summoner: Att. 12 ---> Def 10 • Dark Summoner: Str. 14 ---> Str 12 • Vampire King: cost 75 ---> 100 • Vampire King: Path cost 40 ---> 60 • The Chosen One - Wolf Shape: -4 in all Magic Path ---> -2 • Soulless Bite: -2 Damage ---> 1 • Soulless Bite: -1 Attack ---> 1 --- FIXES --- • The Oracle (hero) was not enabled in Nation hero list. • Night Blessing desription changed. • Soulless bite doesn't affect mindless beings. Changelog 1.00 --- NEW --- • Tested with Dominions 3 version 3.23b --- FIXES --- • A lot of spelling and grammar corrections. • Souless name fixed. • Souless description fixed. Changelog 0.84 --- NEW --- • New Weapon: "Soulless Bite" • New Armor: "Death Mask" --- CHANGES --- • Noble Great Sword: Removed "weakness" effect • Noble Great Sword: Fire damage instead of Normal Damage • Night Stalker equiped with Death Mask • Monster (197): Soulless - Added "Soulless Bite" instead of fist • Monster (197): Soulless - New Description • Snow Demon Wolf: Dark Power - 2 ---> 1 • Child of the Night: Blood Hunt - 2 ---> 1 • Child of the Night: Dark Power - 2 ---> 1 • Child of the Night (wolf shape): removed Ambidextrous (3) • Child of the Night (wolf shape): Blood Hunt - 2 ---> 1 • Child of the Night (wolf shape): Dark Power - 2 ---> 1 • Vengeful Child Spirit: Dark Power - 2 ---> 1 • Nation - defmult1: 15 ---> 12 • Nation - defmult2: 15 ---> 17 • Pretender: Shadow Dragon (Shadeform): 1 Chill ---> 3 Chill • Pretender: Vampire King - 100 cost ---> 75 cost • Pretender: Vampire King - Magic Path cost 60 ---> 40 • Hero: The Oracle - added Spread Dominion 1 • Hero: The Judge - Increase Unrest 1 --- FIXES --- • Pretender: Fixed Shadow Dragons - chill (5) • Child of the Night (wolf shape): missing protection 5 • Child of the Night - fixed secondtmpshape • Child of the Night (wolf shape) - fixed secondtmpshape • The Choosen One - fixed stealthy • Hero: Shadow Necromancer - fixed magicskill • Alot of text corrections --- MANUAL --- • Necromancer: New Picture in Manual • Shadow Necromancer: New Picture in Manual • ShapeShift & Special Units in the Manual • Changes made into the manual Changelog 0.83 --- NEW --- • 20 New Vampire Names • New Weapon: "Jeweled Vamperic Great Sword" • New Item Forge: "Jeweled Vamperic Great Sword" - Available for all nations • New Spell: "Summon Skeleton Guard" • New Spell: "Greater Summon Skeleton Guard" • Nation - Blood Sacrifice preach • Nation - No normal preach --- CHANGES ---- • Former "Summon Skeleton Guard" renamed to "Lesser Summon Skeleton Guard" • Nation - defmult2: 10 ---> 15 • Summon Skeleton Commander - 9 death gems ---> 6 death gems • Summon Skeleton Lord - 12 death gems ---> 8 death gems • Pretender: Shadow Dragon - 3 cold ---> 5 cold • Weapon: Death Breath - 3 Area of effect ---> 4 Area of effect (to compesate for it's usefulness compared to other dragon breaths) • Skeleton Commander 11 hp ---> 13 hp • Skeleton Lord: 12 hp ---> 14 hp • Skeleton Lord: 14 Magic resist. ---> 15 Magic resist. • Vampire Lord: 2 Blood Hunt ---> 3 Blood Hunt • Vampire Lord: 1 Death Magic ---> 3 Death Magic • Vampire Lord: 1 Blood Magic ---> 2 Blood Magic • Ancient Vampire Lord: 3 Blood Hunt ---> 4 Blood Hunt • Ancient Vampire Lord: 2 Random Magic ---> 3 Random Magic • Ancient Vampire Lord: 3 Blood Magic ---> 4 Blood Magic • Ancient Vampire Lord: 3 Death Magic ---> 4 Death Magic • Hero: Shadow Necromancer - 2 Earth Magic ---> 3 Earth Magic • Hero: Shadow Necromancer - 2 Death Magic ---> 3 Death Magic • Hero: Shadow Necromancer - 9 def ---> 12 def • Hero: Shadow Necromancer - 11 prec ---> 12 prec • Hero: The Judge - 2 Blood Hunt ---> 3 Blood Hunt • Hero: The Judge - 2 Death Magic ---> 3 Death Magic • Hero: The Judge - 50 Healer ---> 40 Healer • Hero: The Baroness - 2 Blood Hunt ---> 3 Blood hunt • Hero: The Oracle - 10 No Bad event ---> 25 No Bad Event • Hero: The Oracle - 6 def ---> 8 def • Hero: The Oracle - Can't hunt for Blood (locked up in her chamber) • Hero: The Oracle - 2 Divine Magic ---> 4 Divine Magic • Hero: The Oracle - 500 Maxage ---> 650 Maxage • Hero: The Oracle - Startage: 15 • Hero: Vampire Lord - 2 Blood Hunt ---> 3 Blood Hunt • Hero: Vampire Lord - 1 Random Magic Path • Hero: Vampire Lord - 500 Maxage ---> 650 Maxage --- FIXES --- • Ancient Vampire Lord - injured shapeshift removed, it interfer with immortal • Vampire Lord: injured shapeshift removed, it interfer with immortal • Hero: The Oracle - Fixed magic path, was set to blood path instead of Priest path • Hero: The Baroness - injured shapeshift removed, it interfer with immortal --- MANUAL --- • Nation Feature list in the manual • Thanks to, in the manual • Changes made into the manual Changelog 0.82 --- NEW --- • New unit - Vampire Beast • New unit - Vampire Soldier • New weapon - Bite for Vampire Beast --- CHANGES --- • Noble Great Sword - removed dt_raise • Ritual Dagger - do not effect mindless anymore • 2b defence changed to Vampire Soldier --- FIXES --- • Spell "Ancient Blood Oath" fixed. Ancient Vampire Lord was summoned as unit and not as commander as it should be. --- MANUAL --- • New Picture of Vampire King in the Manual. • Changes made into the manual • Additional special thanks in the ReadMe.txt Changelog 0.81 --- NEW --- • None --- CHANGES --- • All Vampire units: Removed Lifeless ability • All Vampire units: +1 extra blood hunt • All Vampire units: maxage set to 500 • All Humans units: maxage - 100 ---> 75 • All Skeleton units: maxage set to 500 • Pretender - Shadow Dragon: Removed Lifeless ability • Pretender - Shadow Dragon: Magic boost -4 ---> Magic Boost -2 • Pretender - Vampire King: Removed Lifeless ability • Pretender - Vampire King: 150 cost ---> 100 cost • Pretender - The Blood Monolith: 40 cost ---> 0 cost • Site 23: Changed - "The Unholy Sepulchre" to "The Vampire Council" • Children of the Night: 10g ---> 15g • Black Rose Guard: Capital recruit only • Black Rose Lord: Capital recruit only • Black Rose Guard: 60g ---> 50g • Black Rose Lord: 260g ---> 220g • Black Rose Lord: 1 Death Magic ---> 2 Death Magic • Black Rose Helmet: Prot 20 ---> Prot 15 • Black Rose Mail: Prot 20 ---> Prot 16 • Mystic: 120g ---> 110g • Dark Mystic: 280g ---> 220g • Dark Mystic: 1 Death Magic ---> 2 Death Magic • Necromancer: 240g ---> 230g • Dark Summoner: 500g ---> 425g • Dark Summoner: 2 Blood Magic ---> 3 Blood Magic • Weapon: name - Black Venom Dagger changed to Black Venom Short Sword • Vampire Lord (summonable), age set to 750 • Ancient Vampire Lord (summonable), age set to 1000 • mistforms: 26 Morale ---> 0 Morale • Skeleton Guard: 7 gems ---> 5 gems • Skeleton Guard: 2 units --> 5 units • Skeleton Warrior: 3 units ---> 10 units • Skeleton Guard: Ability - No Heal • Skeleton Commander: Ability - No Heal • Skeleton Warrior: Ability - No Heal • Skeleton Lord: Ability - No Heal • Skeleton Guard: mor set to 15 • Skeleton Commander: mor set 18 • Skeleton Warrior: mor set to 15 • Skeleton Lord: mor set to 18 • The Choosen One: 1 makemonster ---> 2 makemonster • Hero - The Judge, maxage set to 750 • Hero - The Baroness, maxage set to 750 --- FIXES --- • Pretender - Shadow Dragon: missing maxage, set to 2500 • Pretender - Vampire King: missing maxage, set to 1200 • Hero - Shadow Necromancer missing maxage, set to 200 • Snow Demon Wolf: missing maxage, set to 1000 • Fixed: missing defence 2a. --- MANUAL --- • Changes made into the manual |
Re: [Beta] Nosophoros - The Vampire Lords
Can we get a simple unit lineup graphical preview?
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Re: [Beta] Nosophoros - The Vampire Lords
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Re: [Beta] Nosophoros - The Vampire Lords
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Re: [Beta] Nosophoros - The Vampire Lords
I'll play them tonight, and report whatever.
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Re: [Beta] Nosophoros - The Vampire Lords
So, well, haven't really played yet, just launched a game.
You gave lifeless to many units and two of the pretenders. I'm not entirely sure, but lifeless units don't recover HP, apart from life drain, and regeneration doesn't work on them. But to be certain of that you would need to ask one of our great sage. The Black Rose Guards : I don't remember having seen such an ultra powerfull unit, their only flaw is being lifeless (read above) : 60g 27r for 20 prot,enc 0(cause undead) a magic weapon, 15 att 14 def and strategic move 2. Top of tops, they are recruitable anywhere ! Rhaaaaa ! (theorically they also have regen 2) |
Re: [Beta] Nosophoros - The Vampire Lords
Alright I downloaded this and tried it out and I have to say, wow, beautiful mod. All of the sprites look as good as anything in the base game. The manual is detailed and pretty as well. Having a reference guide to everything is very helpful.
On to balance issues... the nation feels a bit below average power wise first off you've got a lack of cavalry or archers. This is a bit of a weakness but not a huge one. Next, your sacreds. The national troops are nothing special it seems to me, so you will be recruiting mostly sacred troops to fight for you. However in order to be cost effective these troops need some good bless power. I could see f/w on the children being pretty effective, or something like f/d. The rose guard are pretty expensive but have some great qualities. Still significantly worse than good sacred line troops like the jaguar warrior or hellhirding. Which is probably as it should be. I think the big problem with the sacreds is that the children are just too good with a strong bless. At 10 gold you can get a huge amount of attack power on them with just a fire bless. Add that they are stealthy, have a few other useful abilities, and dark power, and you have a very good unit. Overall sacreds are pretty well balanced. The big problem with this nation is the recruitable mages. First off, you are supposed to be a blood nation but your cheapest blood hunter weighs in at 120 gold. That's a lot, even if it is sacred. They can reanimate too, but not very well. The H2 version is a whopping 280 gold! You are paying almost as much for him as a Bakemono sorcerer. With two magic paths and only two holy, he is too expensive in my opinion. The vanjarl costs the same amount, has better magic, and comes with glamour and thuggability. And isn't even a particularly spectacular mage. Necromancers, on the other hand, are a great unit. The forge bonus will mean hammers+mentors for great research. They also have a lot of base research. A pretty costly unit, but worth the price even without being sacred. Lets you take drain 2 pretty reliably. Black rose lord looks like a decent thug chassis but is pretty costly and you aren't going to find many things to do with that death point. Maybe give him two? Dark summoner: This guy is a good unit but he is way way too expensive. He comes with only 7 magic paths and has at most level 3 access. He could be a decent thug but is simply too expensive for what you get. He isn't even sacred so upkeep is absolutely brutal. You will recruit this guy only for path access, as keeping him around with the unrest he creates and his upkeep is just not affordable, even with great scales, which you probably won't have. The magic diversity is great but its too unreliable and you simply won't be able to afford having 10 of these guys around before the mid game. He is a horribly ineffecient researcher. It seems a shame to make him so expensive. In my opinion he should be either sacred, or have his cost reduced to 450 or 400, taking some of the sting out of upkeep. Lastly, the heroes are detailed and varied but they need to be better to give some incentive to take a luck scale with these guys. Nothing on the list really stands out except the holy 3 guy and even then its not worth spending for luck scales. The biggest problem with this nation seems to me to be that they aren't really good at anything. You can reanimate but ermor puts you to shame. You can blood hunt, but not nearly as efficiently as lanka/mictlan. You have good sacred troops but nothing top flight, and you can't recruit a divine blesser. Overall great job on the mod, one of my favorites. Its probably better to err on the side of being too weak, but i think this nation could use a bit of a boost, my recomendation would be giving the H2 guys 2B as well, reducing the H1 guys to 100 gold, giving the summoners 3B and making them cost 450, and improving the magic on some of the heroes. Lastly, the blood monolith is terrible, you can get a blood fountain with death and blood for cheaper. I would recommend making its base cost 0 and giving it D2, then it might be usable. Vampire king also seems a little too expensive, at least compared to CBM queen. Maybe make him 100 points? or lower the new path cost? Sorry about wall of text, i hope some of it is helpful. |
Re: [Beta] Nosophoros - The Vampire Lords
Thanks to both of you, it gives me some stuff to chew on.
Alpine Joe, the units may be costly -- but I was afraid to overpowering stuff, I'll take a look on the issues you found. Humakty, emm..I think you're correct. The solution is that they; 1) remove regeneration 2) remove lifeless |
Re: [Beta] Nosophoros - The Vampire Lords
Helhirdings would have a really tought time damaging BRG, especially with E9 bless, giving BRG 24 prot. (Anything not AP will make them laugth, well maybe jotuns and the like can inflict some damage.) Worse, they're enc 0, so you can't even tire them !
For the fluff, I think it's best to get rid of lifeless, or make them magic beings too, so that they can heal in a lab(lifeless+magic being = recuperation of HP in a lab). It would be fitting that vampires have to retire in their "vault" to recover. |
Re: [Beta] Nosophoros - The Vampire Lords
Lifeless and Does Not Heal are different. Lifeless is immunity to some spells, and e.g. Liches and Masters Liches have it, and Lifeless beings heal hp the normal way. Does Not Heal + Magic Being == heals in a lab.
Lifeless make you immune to regeneration from spells, items. Possibly innate regen as well. If innate regen works, you can keep Lifeless, if not, get rid of it. |
Re: [Beta] Nosophoros - The Vampire Lords
Quote a lot of undead are not lifeless. I think you should probably remove the lifeless tag.
Sadly I won't have a chance to test this till next week, but I'm looking forward to doing so. |
Re: [Beta] Nosophoros - The Vampire Lords
Hey guys, Thilock this mod looks amazing.
One problem though, I'm running a Vista laptop and when I try to copy the Nosophoros UI file, it keeps running an error 0x80004005. However if I don't have that file in the mods folder then i get the cant find the flag.tga error. I've been really looking forward to this mod and any help would be greatly appreciated, thanks guys. |
Re: [Beta] Nosophoros - The Vampire Lords
Try re-download the mod, maybe you got a corrupt download.
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Re: [Beta] Nosophoros - The Vampire Lords
I just tried to re-download it again, again I could put everything in the mods folder except Nosophoros UI file.
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Re: [Beta] Nosophoros - The Vampire Lords
The UI files you need to overwrite the original ones in Dom3 (just make sure to backup th original ones).
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Re: [Beta] Nosophoros - The Vampire Lords
So can you explain what you just said ( I am really bad with computers)
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Re: [Beta] Nosophoros - The Vampire Lords
In the NosophorosUI folder (when you unpack the the Nosophoros.zip), you'll find 4 .tga files, copy them to where you installed Dom3 (not where the mod files are).
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Re: [Beta] Nosophoros - The Vampire Lords
ok so I tried that, copying the files into the dominions folder.
Unfortunately, i forgot to backup the files that I wrote over while copying those 4. Now I'v gotta re-download the game from the disk I believe, so I'll try getting this working again tomorrow. Thanks for the help. |
Re: [Beta] Nosophoros - The Vampire Lords
[Dominions 3 CD]/Dominions3.app/Contents/Resources
You'll find it there. Copy them from the CD to Dom3 |
Re: [Beta] Nosophoros - The Vampire Lords
-I find the idea of "sent the bloodthirsty toddlers in first" slightly disturbing. +1 point
- ... but vampires - born? I think there would have to be some bloodsucking to get new vampires? -Why is a Necromancer into item forging? -The Shadow Dragon has magic -4 instead of the usual -2 and I see no reason for that. -You are giving out #dt_raise very cheap. Sounds perfect for the ritual dagger but not 100% fitting for the vampiric Greatsword. PS: Okay, it might not look stylish in the code but after playing it, I love that feature. ;) -Your "Black Venom Dagger" is more a "Black Venom Short Sword", because of reach (That is okay, dual short swords are cool but the name is misleading). There are a lot of tags not needed. For the children of the night for example: #eyes 2 - is default anyway. #stormimmune - makes only sense for flyers #ambidextrous 2 - Your daggers have reach 0, so not really needed, unless you cast gift of reason on one and give it 2 bigger weapons. You can of course still leave it in for flavor ... #douse - is a commander only feature. Again, one should somewhat plan for gift of reason, giving units the correct #itemslots, but this one I find strange. #secondtempshape 2402 - Is it correct, that this is on the 2400 child AND on he 2401 wolf form? Only minor stuff but I thought, I mentioned it. -Humans with maxage 100? Why do your humans get twice as old? -The Black Rose Lord's Mist Form shold have the same maxage as the Lord himself ... which should not be toooo old. Tune that down a bit. 2 or 3 hundred years age and 500 maxage is okay, over 1000 should be reserved for Pretenders, the mightiest summons and maybe a national hero or two. -That mistform also needs a better weapon then "Fist" (None is given then Fist is default) -Overall, that Mistform is quite funny but useless. Whatever kills the Lord kills the mist in the next round the latest. You of course the Lord is powerful enough even like this (so it does not need to be changed balance wise) but you might want to consider reducing the mistforms Moral to 0 (or similar really low), so that he is most likely to flee, unless he is killed in the same round he is transformed. -I have not tried it, but I guess, that the Ancient vampire's #secondshape might void his #immortality. -Standards for the skeleton commander and Lord feel wrong because Skeleton armies should not have moral problems anyway. -The Skeleton troop summons are a bit expencive. Sure, Skelleton guard is level 0 but on only Enchantment 1 you have reanimation, which produces somewhat weaker skeletons but 10 for 5 instead of 3 for 7. And Skeletal Warriors will have to get comared to Pale Riders, same path, same cost, only 1 level higher (even if diffrent school). And there you get 20+!!! With a charge bonus. If you want to keep the units, I'd adjust numbers to: Skelleton guard: 5 for 5 gems Skelleton warriors: 10 for 10 gems ...1 for 1 is about twice as costy as longdead reanimation / Pale riders. While they are nowhere near twice as good in the offence, the higher magic resistence and the lack of never heals will give them enough more staying power so that this sounds reasonable. Your provincial defence 2a references a unit 2553. You have not created such a unit. Overall, your nation definitly is not to weak. I played two short test games against the AI and based on simply Black Rose Guards and Lords I had no problem at all, even without a bless (1st game). With an Imprisoned Blue Dragon and a simple W9 plus great scales it had a really good roll. Additional Dark Mystics were needed to bless but it really was not hard to manage, since they fly. The research had to wait a bit but then the Necromancers started it up and it worked average. Mystics can fly to expansion bases and build lab&temple, and 2 or 3 Summoners get you your magic diversity. It would be an interesting test to see, how this nation does in a longer game and - more important - how easy it is to get there. Basicly, it feels a bit like playing Niefelheim but with the soulless that survive the battle, it has a Zombie-hordes touch. So, overall: Thanks for the mod, was a nice game. |
Re: [Beta] Nosophoros - The Vampire Lords
Okay, I saw a little more. That stuff with the holy spells - it does not really work. I started a game with your vampires and ermor both on player and the ermor priests had 8 copies of the normal spells "banishment to word of power". (Because of the "disable normal priest spells" workaround)
Another strange think is, that Ermor seams to have "Hymn of the dead to Greater power of the blood" despide "#restricted 90". I guess it's a part of #copyspell and you need to redo them with the effectnumbers. |
Re: [Beta] Nosophoros - The Vampire Lords
Maraxus, many thanks for your input. Even more I can chew on :D
Quick answers to some of the question you made; Quote:
That evolves into an Aristocrat system among the vampires. Quote:
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I'm guessing it's a bug. |
Re: [Beta] Nosophoros - The Vampire Lords
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Skeleton Commander are bones of longdead human which have been revived to follow the bidding of their master. Though not mindless the skeleton is bonded to its master. By recalling the soul of the dead body, the skeleton becomes alive with mind, spirit and body. This will only happen if the soul accepts the invitation to walk the earth again in exchange for complete loyalty. So they are actually the same person as dead as alive, only in skeleton form. |
Re: [Beta] Nosophoros - The Vampire Lords
You also have an argument in that it bolsters your resolve fighting alongside those who have died and come back. Knowing that even if you fall in battle you'll be brought back, still "living" might help to take the sting out of dying. Depends on your mentality a bit, I haven't checked out the mod yet so feel free to correct me if it doesn't really make sense that way :)
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Re: [Beta] Nosophoros - The Vampire Lords
About the skeletons: Yes, I had seen that, too. First I was confused, that they are neither mindless, nor "never heals" (Btw, in opposite of what Endoperez said earlier, I'm pretty sure, all "never heals" units heal in a lab, not just magic beings.)
But the spell and creature description makes clear why they are not mindless and allows speculation, how they heal. They still have around 30 moral, that's why I found the standard to be strange. Moral: That is another thing. Usually there is 99: Berserk (fights on and on) 50: Mindless (dissolves on army rout) 30: nearly immune to fear (retreats with army but not on his own) 8-18: Varying degrees of braveness. Seeing values like 28 or 32 maks me thinking why you have not just taken 30. About the forge bonus: I imagined as much for the earth magic thing. Ido like that image of the necromancer, too. Maybe you add a E2D1 (or something) spell "Create Homunculus" to Construction for them. But a forge bonus is something diffrent (doh, I'm the one to say, while working on a mod with a forge bonus unit atm myself. ;)). Not even the middle era Agathan Golem Crafter has one. Not even the Dwarven smith of Vanheim allthrough I guess, that might be a mistake. So does your nation have as much right to have expert item forgers as Caelum or Ulm? Well, okay, yours has only 15% so that sounds okay although he has really good magic for a forger. |
Re: [Beta] Nosophoros - The Vampire Lords
The idea behind the skeletons is/was that the spirit and the mind of the dead bones gets another chance to walk the earth, so even if they come back as skeletons they think and act like humans to a degree.
Idea for them; Bones - never heal think like humans - lower morale (18-20) |
Re: [Beta] Nosophoros - The Vampire Lords
That they can heal as a side effect of the ritual looks okay to me. Reavenants and Mount Kings can heal, too (iirc) and are quite skeletonish.
Moral 18 sounds enough. That should mean, that they will almost never flee because of losses and wounds but they might flee, if the opponent uses powerful fear auras and/or lots of fear spells. And then the standard works perfectly with that to counter even that. |
Re: [Beta] Nosophoros - The Vampire Lords
New version of Nosophoros (0.81)
Changelog 0.81 * All Vampire units: Removed Lifeless ability * All Vampire units: +1 extra blood hunt * All Vampire units: maxage set to 500 * All Humans units: maxage - 100 ---> 75 * All Skeleton units: maxage set to 500 * Pretender - Shadow Dragon: Removed Lifeless ability * Pretender - Shadow Dragon: Magic boost -4 ---> Magic Boost -2 * Pretender - Shadow Dragon: missing maxage, set to 2500 * Pretender - Vampire King: Removed Lifeless ability * Pretender - Vampire King: 150 cost ---> 100 cost * Pretender - Vampire King: missing maxage, set to 1200 * Pretender - The Blood Monolith: 40 cost ---> 0 cost * Site 23: Changed - "The Unholy Sepulchre" to "The Vampire Council" * Children of the Night: 10g ---> 15g * Black Rose Guard: Capital recruit only * Black Rose Lord: Capital recruit only * Black Rose Guard: 60g ---> 50g * Black Rose Lord: 260g ---> 220g * Black Rose Lord: 1 Death Magic ---> 2 Death Magic * Black Rose Helmet: Prot 20 ---> Prot 15 * Black Rose Mail: Prot 20 ---> Prot 16 * Mystic: 120g ---> 110g * Dark Mystic: 280g ---> 220g * Dark Mystic: 1 Death Magic ---> 2 Death Magic * Necromancer: 240g ---> 230g * Dark Summoner: 500g ---> 425g * Dark Summoner: 2 Blood Magic ---> 3 Blood Magic * Weapon: name - Black Venom Dagger changed to Black Venom Short Sword * Hero - Shadow Necromancer missing maxage, set to 200 * Hero - The Judge, maxage set to 750 * Hero - The Baroness, maxage set to 750 * Snow Demon Wolf: missing maxage, set to 1000 * Vampire Lord (summonable), age set to 750 * Ancient Vampire Lord (summonable), age set to 1000 * mistforms: 26 Morale ---> 0 Morale * Skeleton Guard: 7 gems ---> 5 gems * Skeleton Guard: 2 units --> 5 units * Skeleton Warrior: 3 units ---> 10 units * Skeleton Guard: Ability - No Heal * Skeleton Commander: Ability - No Heal * Skeleton Warrior: Ability - No Heal * Skeleton Lord: Ability - No Heal * Skeleton Guard: mor set to 15 * Skeleton Commander: mor set 18 * Skeleton Warrior: mor set to 15 * Skeleton Lord: mor set to 18 * The Choosen One: 1 makemonster ---> 2 makemonster * Fixed: missing defence 2a. * Changes made into the manual Still need to take a look at heroes to see what adjustments need to be done. Manual still needs Snow Demon Desription, mist form and wolf form. Weapon Desription and armor desription. Not sure how to solve the Ermor problem. Hope it's a bug that will be solved soon. |
Re: [Beta] Nosophoros - The Vampire Lords
Is there some specific spell you are going for with giving the Black Rose Lord death 2?
As is, they aren't very effective leaders of the guard with their lack of an ability to bless them. Perhaps they should be given holy? Perhaps a death spell could be modded in which works like bless? |
Re: [Beta] Nosophoros - The Vampire Lords
I like the changes.
I also agree that making the Black Rose capitol only is reasonable both mechanicaly as they are very strong and from the flavor aspect. (They are the elite guard of the high council, they are basicly supposed to be where the high council is) However, by now, the number of your national troops outside the capitol is really low. Maybe you would want to add another one? ...Like ... a low vampire. Maybe one, who was infected by vampirism without following the rules or something ... With only an ordenary Greatsword and maybe full chain armor + Half Helmet (Prot 17). (Moreover the att/def somewhere in the middle between Black Rose Guardians and ordenary humans and maybe not holy, then they should make good everywhere recruitable vampires without feeling to diffrent) Edit: Oh, I just saw, that you reduced the Back Rose armor protection allready ... well, in that case the low vampires armor should be reduced, too. |
Re: [Beta] Nosophoros - The Vampire Lords
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Re: [Beta] Nosophoros - The Vampire Lords
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You could also give them onebattlespell divine blessing, or bless, or whatever. |
Re: [Beta] Nosophoros - The Vampire Lords
New version of Nosophoros (v0.82)
Changelog 0.82 * New unit - Vampire Beast * New unit - Vampire Soldier * New weapon - Bite for Vampire Beast * Noble Great Sword - removed dt_raise * Ritual Dagger - do not effect mindless anymore * 2b defence changed to Vampire Soldier * Spell "Ancient Blood Oath" fixed. Ancient Vampire Lord was summoned as unit and not as commander as it should be. * New Picture of Vampire King in the Manual. * Changes made into the manual * Additional special thanks in the ReadMe.txt |
Re: [Beta] Nosophoros - The Vampire Lords
Hey again guys,
Thilock, I copied the files in the UI folder to the dominions 3 folder in my computer with all the stuff in it for the game. It changed the bars that used to be brown to sort of marble (black run through with white). The mod itself still won't work because it can't find the flag for it. (This was just tried with the latest version .82) |
Re: [Beta] Nosophoros - The Vampire Lords
I don't know what your problem is. You're the only one reported it. It might be some kind of weird Vista bug :confused:
Try change the path of the flag in the .dm file or rename the flag etc. It's in Nosophoros.dm line 3175 #flag "./Nosophoros/flag/flag.tga" What about other mods, can you get them to work? |
Re: [Beta] Nosophoros - The Vampire Lords
Yes I've had no trouble with any other mod I've ever downloaded. The only difference that I can tell between this mod and every other one is first the UI folder, and that the nosophoros folder (not the UI) has a bunch of other folders in it, like banner, commanders, flag, etc, Where as every other mods folder just contains
e.g Armored Lowblood 1.tga, Armored Lowblood1a.tga (Nephilim mod) it just lists seemingly everything in the mod and then .tga and yours has folders and such. |
Re: [Beta] Nosophoros - The Vampire Lords
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Note, it's only the UI folder that goes to dom3, the other files and folders goes to where you normally put your mods. Have you checked if your extract software is extracting the flag folder + flag.tga correctly? |
Re: [Beta] Nosophoros - The Vampire Lords
How would I check that exactly? When I put the Nosophoros folder in the mods folder it says that things like banner and such are already there so I have to skip all those things for it to copy, but thats the only unordinary thing about the regular folder going into the mods folder, and the files in the UI folder don't have any trouble going in the dominions folder they just copy and replace the regular files
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Re: [Beta] Nosophoros - The Vampire Lords
If the the flag.tga is in the flag folder it's correct (when unpacked).
Okay, lets try something else; move flag.tga up to Nosophoros folder ( ~/dominions3/mods/Nosophoros) and change the line 3175 in Nosophoros.dm from #flag "./Nosophoros/flag/flag.tga" to #flag "./Nosophoros/flag.tga" (note, there's diffrence in lower case and upper case letters). See if it works. another thing you can try; switch the flag.tga out from another mod and see if it have any effect. |
Re: [Beta] Nosophoros - The Vampire Lords
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wiki; http://en.wikipedia.org/wiki/Homunculus Quote:
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Re: [Beta] Nosophoros - The Vampire Lords
Nice, I did not know that bit.
My pop culture understanding of the term is just "A small artifical lifeform" - not necessarily as mindless or lifeless as a golem and usually serving the mage that created it. The parts on Mandrake and Black-Hen-eggs are yucky btw. ;) (*Thinks of Monty Python's "every sperm is sacred" song*) So for Dominions' magic it could be anything from Nature over Earth to Blood magic maybe crosspathed with Death or Water... Very broad term. |
Re: [Beta] Nosophoros - The Vampire Lords
New version of Nosophoros (v0.83)
As promised the heroes have ben overhauled to make it more feastable to spend points in Luck. The High level of Nosophoros Blood Summon have been overhauled too. misc changes as well. 3 Screenshots added to the thread (post 1) 1 extra icons for Nosophoros, added to the thread (post 1) Changelog 0.83 * 20 New Vampire Names * New Weapon: "Jeweled Vamperic Great Sword" * New Item Forge: "Jeweled Vamperic Great Sword" - Available for all nations * Former "Summon Skeleton Guard" renamed to "Lesser Summon Skeleton Guard" * New Spell: "Summon Skeleton Guard" * New Spell: "Greater Summon Skeleton Guard" * Nation - defmult2: 10 ---> 15 * Nation - Blood Sacrifice preach * Nation - No normal preach * Summon Skeleton Commander - 9 death gems ---> 6 death gems * Summon Skeleton Lord - 12 death gems ---> 8 death gems * Pretender: Shadow Dragon - 3 cold ---> 5 cold * Weapon: Death Breath - 3 Area of effect ---> 4 Area of effect (to compesate for it's usefulness compared to other dragon breaths) * Skeleton Commander 11 hp ---> 13 hp * Skeleton Lord: 12 hp ---> 14 hp * Skeleton Lord: 14 Magic resist. ---> 15 Magic resist. * Vampire Lord: injured shapeshift removed, it interfer with immortal * Vampire Lord: 2 Blood Hunt ---> 3 Blood Hunt * Vampire Lord: 1 Death Magic ---> 3 Death Magic * Vampire Lord: 1 Blood Magic ---> 2 Blood Magic * Ancient Vampire Lord: 3 Blood Hunt ---> 4 Blood Hunt * Ancient Vampire Lord: 2 Random Magic ---> 3 Random Magic * Ancient Vampire Lord: 3 Blood Magic ---> 4 Blood Magic * Ancient Vampire Lord: 3 Death Magic ---> 4 Death Magic * Ancient Vampire Lord - injured shapeshift removed, it interfer with immortal * Hero: Shadow Necromancer - 2 Earth Magic ---> 3 Earth Magic * Hero: Shadow Necromancer - 2 Death Magic ---> 3 Death Magic * Hero: Shadow Necromancer - 9 def ---> 12 def * Hero: Shadow Necromancer - 11 prec ---> 12 prec * Hero: The Judge - 2 Blood Hunt ---> 3 Blood Hunt * Hero: The Judge - 2 Death Magic ---> 3 Death Magic * Hero: The Judge - 50 Healer ---> 40 Healer * Hero: The Baroness - 2 Blood Hunt ---> 3 Blood hunt * Hero: The Baroness - injured shapeshift removed, it interfer with immortal * Hero: The Oracle - 10 No Bad event ---> 25 No Bad Event * Hero: The Oracle - 6 def ---> 8 def * Hero: The Oracle - Fixed magic path, was set to blood path instead of Priest path * Hero: The Oracle - 2 Divine Magic ---> 4 Divine Magic * Hero: The Oracle - Can't hunt for Blood (locked up in her chamber) * Hero: The Oracle - 500 Maxage ---> 650 Maxage * Hero: The Oracle - Startage: 15 * Hero: Vampire Lord - 2 Blood Hunt ---> 3 Blood Hunt * Hero: Vampire Lord - 1 Random Magic Path * Hero: Vampire Lord - 500 Maxage ---> 650 Maxage * Nation Feature list in the manual * Thanks to, in the manual * Changes made into the manual |
Re: [Beta] Nosophoros - The Vampire Lords
Added for download (seperatly) 1 Pre-made Pretender;
http://www.imageviper.com/displayima...3/0/Thalic.jpg Shadow Dragon ------------------------------------------------- Thalic, God of Gods, King of the Dead, Warrior Against the Sun, King of Kings, Lord of this World is a pretender God trying to banish all other Pretenders and become a true God. Name: Thalic Magic: 9 Death Magic Dominions: 10 Order: 0 Productivity: 2 Cold: 1 Growth: 0 Drain: 2 Awakening: Dormant Point Left: 1 Bless Bonus: 350% Afflication chance & Death Weapons Death Magic Bonus: Maxage very high for Pretender, + fear Dominions Bonus: Awe (2) to Pretender. Pretender very strong in high dominion areas. Productivity: income +4%, resources +30% Drain: units etc. +1 magic resistance, -2 research A good SC for Nosophoros. Bad thing: Dormant, but it shouldn't take many turns before your Pretender shows up. While in many cases a SC is very nice to have to clear indies in the start, you have to wait a bit. Instead recruit Black Rose Guards and a priest to take out the surrounding lands until your SC shows up. If you want something cheaper use Vampire Soldiers (just bait the opponents bowmen with something else) and start getting researchers/spellcasters. So why this combination? The Shadow Dragon have a Natural +5 Fear + Fear from (7)9 death magic which gives the Shadow Dragon a Natural +12 Fear. With Awe (2) from Domions (10) you get a great combo with Fear and the Shadow Dragons natural Ethereal ability. A suggestion to equip the Shadow Dragon would give it a something like "Horror Helmet" (+5 fear) to boost fear and its protection (-1 in def though). "Amulet of Antimagic" (+4 magic resistance) in one of the misc slots. Optional using the last misc slot to "Pendant of Luck". This will give you; Fear (+17) Awe (+2) Ethereal MR (+23) Now with high dominions 10 (don't forget to blood sacrifice with priests) the Pretendeer gets high boosts within its Dominions (+HP, +MR, +STR) While Dormant may set you back in the beginning there's a reason(s) why picking Productivity: 2 1) Expensive units 2) Rely on units to take indies while Pretender havn't shown up yet. Optional is instead of Productivity: 2, take growth: 2 If your opponents are trying to hurt your Blood Support which you need for Blood Magic and preaching by killing off your population. |
Re: [Beta] Nosophoros - The Vampire Lords
Wow, looks really nice! I like the glowing eyes. Haven't actually tried it out yet, but I will when I get a moment.
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Re: [Beta] Nosophoros - The Vampire Lords
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If you have some critque/ideas/comments/bugs I really like to know, The more feeedback the better the chance to catch the bugs, reducing stuff that's waaay overpowered, or if you have any general question about the mod. |
Re: [Beta] Nosophoros - The Vampire Lords
Anyone interested in finding typos/grammers? Credit will be given.
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Re: [Beta] Nosophoros - The Vampire Lords
Wow, Thilock.
I appreciate all the effort you have put into this, including that trailer. Very creative. (I also like how you mentioned open source tools. :)) I will hopefully have time to try this mod in the next couple of weeks. But, I'll look for typos and grammar errors today. |
Re: [Beta] Nosophoros - The Vampire Lords
1 Attachment(s)
Attached is a patch for Nosophoros.dm. It handles some spelling, noun-verb agreement, and sentence structure issues. I think that there are still some clauses that need to be delimited by commas, but I left them alone because my judgement is somewhat poor in that area. There are also a couple of gender questions and some singular-plural alternations that I did not address. (I'm a software engineer / physicist, not an English teacher.... :))
Some additional notes:
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Re: [Beta] Nosophoros - The Vampire Lords
New version of Nosophoros.
Changelog 0.84 --- NEW --- • New Weapon: "Soulless Bite" • New Armor: "Death Mask" --- CHANGES --- • Noble Great Sword: Removed "weakness" effect • Noble Great Sword: Fire damage instead of Normal Damage • Night Stalker equiped with Death Mask • Monster (197): Soulless - Added "Soulless Bite" instead of fist • Monster (197): Soulless - New Description • Snow Demon Wolf: Dark Power - 2 ---> 1 • Child of the Night: Blood Hunt - 2 ---> 1 • Child of the Night: Dark Power - 2 ---> 1 • Child of the Night (wolf shape): removed Ambidextrous (3) • Child of the Night (wolf shape): Blood Hunt - 2 ---> 1 • Child of the Night (wolf shape): Dark Power - 2 ---> 1 • Vengeful Child Spirit: Dark Power - 2 ---> 1 • Nation - defmult1: 15 ---> 12 • Nation - defmult2: 15 ---> 17 • Pretender: Shadow Dragon (Shadeform): 1 Chill ---> 3 Chill • Pretender: Vampire King - 100 cost ---> 75 cost • Pretender: Vampire King - Magic Path cost 60 ---> 40 • Hero: The Oracle - added Spread Dominion 1 • Hero: The Judge - Increase Unrest 1 --- FIXES --- • Pretender: Fixed Shadow Dragons - chill (5) • Child of the Night (wolf shape): missing protection 5 • Child of the Night - fixed secondtmpshape • Child of the Night (wolf shape) - fixed secondtmpshape • The Choosen One - fixed stealthy • Hero: Shadow Necromancer - fixed magicskill • Alot of text corrections --- MANUAL --- • Necromancer: New Picture in Manual • Shadow Necromancer: New Picture in Manual • ShapeShift & Special Units in the Manual • Changes made into the manual |
Re: [Beta] Nosophoros - The Vampire Lords
Sorry for the long delayed.
Nosophoros is now official released!!!! If anyone wants to host it, be my guest :) Changelog 1.00 --- NEW --- • Tested with Dominions 3 version 3.23b --- FIXES --- • A lot of spelling and grammar corrections. • Souless name fixed. • Souless description fixed. |
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