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-   -   Mod: Discworld MA mod Version 0.11 Now with colours that do not make your eyes bleed (http://forum.shrapnelgames.com/showthread.php?t=43638)

Ferrosol July 24th, 2009 01:05 PM

Discworld MA mod Version 0.11 Now with colours that do not make your eyes bleed
 
1 Attachment(s)
Decided to have a go at knocking together a Discworld mod seeing as how no one seems to have attempted one yet. Its really going to be a highly magical nation with summons to represent the more unique elements of the setting. Basically most of your troops are going to be specialised and expensive while your mages will have access to a wide variety of magic and summons.

Recruitable Units:

Watchmen- armed with a short sword and chain mail average morale and comes with a a patrol bonus.

Crossbowman- Has a crossbow and short sword to represent the good crossbows Ankh-Morpork produces.

Longbowman- Armed: with a Longbow and armed with a short sword again. Mainly meant to represent the regular bow armed troops the city has. I suppose I could swap it for a short bow but I like longbows:)

Swordsmen- your cheap and cheerful basic troop armed with a sword and shield and average armour it is intended to be the basic troop to which you then add other more specialised types as needed

Dwarven Warriors- Armed with the traditional dwarfish weapons of a battleaxe and Battlebread these are berserker warriors with decent armour. they are fairly expensive though to discourage massing them.

Troll Warriors- Armed with a big club and practically no armour. Although they do not need armour due to their naturally higher protection and have high strength. They are also designed to fight better in cold provinces. To balance this however they have low MR attack and are vulnerable to fire.

Palace Guard- Basically slightly tougher humans with a halberd and thick armour. Also comes with a castle defence bonus. cons are it is only map move one and costs a lot of resources.


Recruitable Commanders:

Thieves Guild Member- your national scout which most people probably will not recruit
Assassins Guild Member- your bog standard assassin.

Watch captain - basically a watchmen with a bigger patrol bonus and the ability to lead 40 men

Lord- A mounted commander able to lead 80 men this represents the various aristocratic lords in Ankh-Morpork who traditionally lead its armies.

Priest of the small gods- Represents the small gods that litter the lands of the disc. has heretic and can get one level in any magic path. Your cheapest mage and can be recruited in forts without a lab.

Missionary- More or less a copy of your generic H1 indy priest but with the ability to lead more troops.

Witch - your recruitable anywhere mage starts with N2 and has 110% random's in ANSD. this is to represent the witches that are found across the disc, but are most famous in Lancre.

Unseen University Student- Starts with S1 F1 and has access to the same randoms the wizards do but at only 110% they are also cap only and comes with a research bonus.

Unseen University Wizards- armed with a magical staff made from Sapient Pearwood they have a base of F1 S2 and 210% randoms of FESD. They also have a research malus and are gluttons to help balance them out a bit

--Still to Do---

Heroes- So far I have planned to do Archchancellor Ridcully,Granny Weatherwax,Captain Carrot and the Librarian as heroes but haven't started coding them yet.

National spells- Planning to eventually include the Nac Mac Feegle, the Elves,the Diamond King of Trolls the reformed vampires and the five Horsemen of the Apocraplyse.

Pretenders-- another area that is a bit up in the air. At the moment I am working on a few ideas for national pretender designs such as the idea that the patrician might try for godhood and also the idea of a giant turtle god or possibly even a god based on the Fifth Elephant of Discworld legend.

Flag-- At the moment they are using the default Hinnom style one due to my complete inability to design one I am even vaguely satisfied with.

So comments thoughts suggestions?

Version 0.11 is released with a lot of bug fixes and new graphics that replace the horrible old ones with slightly better versions I will put a new version of the preview shortly. More content will be added eventually but at the moment I have to much RL stuff going on.

Gregstrom July 24th, 2009 01:18 PM

Re: Discworld MA mod
 
Do witches have flight?

the Vanishag July 25th, 2009 10:40 AM

Re: Discworld MA mod
 
I like the idea of a Discworld mod. The trick will be capturing the feel - mostly a matter of summons and other spell, I expect.

I have a back-burner idea for a humorous nation based on Brian Froud's work - especially his designs for "The Dark Crystal" and "Labyrinth," though a new artifact "Book of Pressed Fairies" would be a must.

I'd urge making heroes for Commander Vimes (big patrol & standard bonuses?) and Rincewind (abysmal morale, or maybe a #onebattlespell "returning"?)

Oh, and I'd love to see Om as a pretender (possibly as a 0 point turtle, but easily expandable, as with the "human" pretenders?)

--

"Mister Shine, Him Diamond"

LDiCesare July 25th, 2009 04:30 PM

Re: Discworld MA mod
 
Rincewind: Morale near 0, immortal. I mean, if killed in your dominion, he can probably find a way back home somehow. He might make a funny scout, because he's got no combat abilities and can cast no spell (well no useful spell).
The city guard probably has abysmal morale too (with the exception of Carrot who's probably got a huge standard bonus).

Ferrosol July 25th, 2009 04:46 PM

Re: Discworld MA mod
 
Quote:

Originally Posted by Gregstrom (Post 702918)
Do witches have flight?

yeah they really should to represent their broomsticks but I am divided between just giving them a high map move or giving them flying so they can do it on a battlefield.

Quote:

Originally Posted by LDiCesare (Post 703048)
Rincewind: Morale near 0, immortal. I mean, if killed in your dominion, he can probably find a way back home somehow. He might make a funny scout, because he's got no combat abilities and can cast no spell (well no useful spell).

I like this idea.I suppose you could also give him haste as a one battle spell to get him running. Its just that I think Rincewind is cool I mean he has survived everything life has thrown at him and even took down a Sourcer with a half brick in a sock.


And just to show off my first attempts at sprite modding here is the Unseen University Wizard,

http://i241.photobucket.com/albums/f...zardNormal.gifhttp://i241.photobucket.com/albums/f...zardAttack.gif

BandarLover July 25th, 2009 11:04 PM

Re: Discworld MA mod
 
Cool sprite Ferrosol. I'm not familiar with Discworld but I'll surely try this mod whenever it is done. :D

Lavaere July 26th, 2009 03:33 AM

Re: Discworld MA mod
 
I've watched the couple miniseries movies they made, but never really gotten around to reading them. Even though we have all the Discworld books.

As for heroes, Susan. I think the name is, Deaths daughter. Or even have Death himself as one of the heroes.

SlipperyJim July 27th, 2009 11:53 AM

Re: Discworld MA mod
 
The chief problem here is that Pratchett has written a ton of Discworld books, all of which have something that will beg to be added to the mod. If you're not careful, you could find yourself drowning in content....

Thought for you: Perhaps you could split up the Discworld into several nations? Ankh-Morpork, Lancre, Agatea, Uberwald, and Klatch could all be made into playable Dom3 nations.

I'm a huge Discworld fan, so I'd be happy to help you playtest your mod whenever you have a release to be tested. :D

LDiCesare July 27th, 2009 05:22 PM

Re: Discworld MA mod
 
By the way, I'll advertise my Central Peak map. I don't think there's any official map of the Diskworld (at one point Pratchett said there would never be any but he might have changed opinion later). It would need some elephants and a turtle beneath, and maybe a black place in a corner for Death, but it could be used as a base for Discworld scenarios.

Quote:

Ankh-Morpork, Lancre, Agatea, Uberwald, and Klatch
Ankh-Morpork and Klatch are definitely big enough to be playable nations, along with Agatea. Uberwald,I don't know, but I think Lancre is too small. The Ram's mountains probably have tens of similar small kingdoms, though, so the nation would more likely be Rams Mountains than Lancre.

SlipperyJim July 28th, 2009 10:00 AM

Re: Discworld MA mod
 
Quote:

Originally Posted by LDiCesare
Quote:

Ankh-Morpork, Lancre, Agatea, Uberwald, and Klatch
Ankh-Morpork and Klatch are definitely big enough to be playable nations, along with Agatea. Uberwald,I don't know, but I think Lancre is too small. The Ram's mountains probably have tens of similar small kingdoms, though, so the nation would more likely be Rams Mountains than Lancre.

Well, yes, I didn't mean just Lancre, but rather the Ramtops generally. Lancre, Bad A--, Slice, and perhaps even Ohulan-Cutash could be included. The recruitables could be mainly human, with a few of the Copperhead dwarves and the odd troll. Mages would be mainly witches of varying degrees: Wet Hen (novice witch), Witch, and maybe even Old Crone.

Granny would make an excellent hero. She should get some sort of Gaze attack to represent the fearsome Weatherwax stare. ;)

Ferrosol July 28th, 2009 12:18 PM

Re: Discworld MA mod
 
Quote:

Originally Posted by SlipperyJim (Post 703259)
The chief problem here is that Pratchett has written a ton of Discworld books, all of which have something that will beg to be added to the mod. If you're not careful, you could find yourself drowning in content....

Thought for you: Perhaps you could split up the Discworld into several nations? Ankh-Morpork, Lancre, Agatea, Uberwald, and Klatch could all be made into playable Dom3 nations.

I'm a huge Discworld fan, so I'd be happy to help you playtest your mod whenever you have a release to be tested. :D

The problem with that idea is that with the exception of Lancre there is nowhere else on the disc we have enough information on to do a proper nation of them. The idea is to add a few summons at a time till I am happy with the amount of them. Version 0.1 of the mod will not be released for another week or two and will probably only consist of the basic units and commanders and will likely need play testing and balancing. At the moment I have most of the commanders done (only the assassin and lord I think are left to do) but I still need to decide on a colour scheme for the units. I was thinking on going with red coats and black trousers to continue the psuedo medieval London theme, But if anyone has any better suggestions I would appreciate them.

Ferrosol August 4th, 2009 07:56 AM

Re: Discworld MA mod
 
Not done much modding lately due to discovering Bioshock but still I have been slowly working on sprite mods and decided on a colour scheme of green and blue. Anyway I have come up with a thematic replacement for the High Priest the missionary armed with the deadly weapons of the leaflet and the the incredibly strong shoe that stops the door closing (or in dominions terms a H1 priest with the inquisitor ability :)).

Deathjester August 26th, 2009 09:38 AM

Re: Discworld MA mod
 
This sounds like a lot of fun. I will be following this thread hoping that you find the time to work on the mod! I'll chip in with ideas if any come to me.

Radio_Star August 26th, 2009 10:57 PM

Re: Discworld MA mod
 
Ankh-Morpork priests could have very diverse randoms to reflect the enormous number of gods in the city's temples. Either 100% for +1 in (almost?) any path or, maybe more entertainingly, a small chance at +1 in (almost?) every path. Also, Any Unseen University wizards should have at least 1F, as the ability to chuck a fireball is pretty much standard.

name thief September 7th, 2009 12:05 AM

Re: Discworld MA mod
 
Um, if you do a Ramtops nation maybe include time monks. Also I think there should be new doom horrors included, also for nerfing Wizards could have horror marks. Also could it be possible to randomly change magic paths and names of the wizards?

rdonj September 7th, 2009 12:38 AM

Re: Discworld MA mod
 
I 99% sure it is basically impossible to mod in new doom horrors that would work the same way as current doom horrors. You could make them and not care that they function differently I suppose, but dominions-wise at least that would be fairly unthematic. I couldn't say as regards discworld though.

Ferrosol October 10th, 2009 03:22 PM

Re: Discworld MA mod Version 0.1 released for play testing
 
Version 0.1 is available for release and would greatly appreciate it if you can report any problems or suggestions you have and I will attempt to implement them

Burnsaber October 10th, 2009 04:21 PM

Re: Discworld MA mod Version 0.1 released for play testing
 
- The .zip file is a bit confusing. Usually modders release the files without putting files in a separate folder. I's simpler when you just unzip the contents to the mod file. Now you have to dig the files out from the "Discworld Mod" folder.

- About the graphics. The very light green is a bit of eyesore, any way to make it just a tad darker? Also, many sprites have very dark pixels around them, creating an outline (remember that only exactly black pixels are "backround". To eliminate these, the simplest way is to select the "select by color" tool (remember to set it to 0 so that it only selec pixels that are exactly the same color). After that, click on the blackround and you will see the offending pixels. In general, these sprites are good for an first attempt, but there is some leeway for improvement.

I'll comment units here:

1) Watchman - His lef shoulder look a bit non-existing. Adding some pixels there could help

2) Crossbowman - Where is his crossbow? You could also outline his left arm, since it overlaps wih his body and green is a bit hard to make out from green. Also the purple stockings are a bit rebundant. The boots are enough of an accessory.

3) Longbowman - There's a broken pink pixel in the shadow. I'd also suggest to amking his belt leather brown instead of light blue (i would sand out more then). If you are aiming for a green/blue color combination in general, I'd suggest going more into it. Perhaps make the trousers entirely blue?

4) Swordsman - His shield could use some outlining. It's bit hard to spot neon green objects on a neon green backround. Gold is good for this kind of outlining (see my breton mod for examples).

5) Dwarf - Beard?

6) Troll - Shadow has a lot of broken pink pixels

7) Lord - Whoa, this guy is quite neon. Perhaps darken him up a bit? The horse armor could use some shading.

8) Witch - Shadow has a lot of broken pink pixels


- The infantry seems good. Very good. All of them (even the archers!) have Principe-level stats (which is very good infantry), but are cheaper, have lower encumberance -> all round better. I'd suggest upping their gold cost by 2-3 and reducing att & def to 11. Eleven in att & def is still pretty elite and they'd be on about par with Principes then.

-I lol'd at wizards for their gluttony trait. Well done, sir. But why do they get Death magic?

Some Typoes.
- There's a "/rquote" in the nation description
- "gramted" in Thief description
- Swordsmen have a lot of "/quotes"
- Dwarf and troll descriptions start with "/lang"

Sorry if I sound a bit critical, these things just stood out for me.

lch October 11th, 2009 03:24 PM

Re: Discworld MA mod Version 0.1 released for play testing
 
The venom green is indeed making the knights and the other unit way too colorful.

As for Rincewind, I'd suggest that you give him the onebattlespell "cast returning", spell number 54, which is the same effect that the Armor of Virtue is using.

Ferrosol October 16th, 2009 04:15 PM

Re: Discworld MA mod Version 0.1 released for play testing
 
Quote:

Originally Posted by Burnsaber (Post 714239)
- The .zip file is a bit confusing. Usually modders release the files without putting files in a separate folder. I's simpler when you just unzip the contents to the mod file. Now you have to dig the files out from the "Discworld Mod" folder.

- About the graphics. The very light green is a bit of eyesore, any way to make it just a tad darker? Also, many sprites have very dark pixels around them, creating an outline (remember that only exactly black pixels are "backround". To eliminate these, the simplest way is to select the "select by color" tool (remember to set it to 0 so that it only selec pixels that are exactly the same color). After that, click on the blackround and you will see the offending pixels. In general, these sprites are good for an first attempt, but there is some leeway for improvement.

I'll comment units here:

1) Watchman - His lef shoulder look a bit non-existing. Adding some pixels there could help

2) Crossbowman - Where is his crossbow? You could also outline his left arm, since it overlaps wih his body and green is a bit hard to make out from green. Also the purple stockings are a bit rebundant. The boots are enough of an accessory.

3) Longbowman - There's a broken pink pixel in the shadow. I'd also suggest to amking his belt leather brown instead of light blue (i would sand out more then). If you are aiming for a green/blue color combination in general, I'd suggest going more into it. Perhaps make the trousers entirely blue?

4) Swordsman - His shield could use some outlining. It's bit hard to spot neon green objects on a neon green backround. Gold is good for this kind of outlining (see my breton mod for examples).

5) Dwarf - Beard?

6) Troll - Shadow has a lot of broken pink pixels

7) Lord - Whoa, this guy is quite neon. Perhaps darken him up a bit? The horse armor could use some shading.

8) Witch - Shadow has a lot of broken pink pixels


- The infantry seems good. Very good. All of them (even the archers!) have Principe-level stats (which is very good infantry), but are cheaper, have lower encumberance -> all round better. I'd suggest upping their gold cost by 2-3 and reducing att & def to 11. Eleven in att & def is still pretty elite and they'd be on about par with Principes then.

-I lol'd at wizards for their gluttony trait. Well done, sir. But why do they get Death magic?

Some Typoes.
- There's a "/rquote" in the nation description
- "gramted" in Thief description
- Swordsmen have a lot of "/quotes"
- Dwarf and troll descriptions start with "/lang"

Sorry if I sound a bit critical, these things just stood out for me.

Thanks for the criticism this is the sort of feedback I was looking for. I am working on fixing most of the issues you mentioned. As for the death magic on the wizards you forget the department of necro err Post mortem communications that teaches the fine arts to the universities students.Attached is my new and improved colour scheme I would appreciate an opinion on it.

http://i241.photobucket.com/albums/f...rossbowman.png

Seve82 October 25th, 2009 02:07 AM

Re: Discworld MA mod Version 0.1 released for play testing
 
There are plenty of deities in discworld lore to make pretenders from.

Cohen the barbarian as national hero or perhaps his silver horde with him on lead as national summon?

And as ppl who have red books know Ankh Morpork really doesn't need army to defend it as all conquerors will after entering town unopposed be assimilated to general populace or just throw towel in matter of days/weeks without much of fuzz.

Burnsaber October 25th, 2009 03:44 AM

Re: Discworld MA mod Version 0.1 released for play testing
 
Quote:

Originally Posted by Ferrosol (Post 714947)

Thanks for the criticism this is the sort of feedback I was looking for. I am working on fixing most of the issues you mentioned. As for the death magic on the wizards you forget the department of necro err Post mortem communications that teaches the fine arts to the universities students.Attached is my new and improved colour scheme I would appreciate an opinion on it.

http://i241.photobucket.com/albums/f...rossbowman.png

Oh, right, forgot about that. Perhaps you could mention it in their description?

As for the sprite, the color scheme is a lot better. The sprite could use some shading and the arm in front could use some outlining.

Ferrosol October 26th, 2009 06:51 PM

Re: Discworld MA mod Version 0.11 Now with colours that do not make your eyes bleed
 
New version released with a multitude of bug fixes balance changes and general all round improvements on my part. Get it download and try it. As I have said before all comments and criticism will be gratefully received.


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