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-   -   Knights of Light - Version 1.1 (http://forum.shrapnelgames.com/showthread.php?t=18197)

sube March 8th, 2004 12:20 PM

Knights of Light - Version 1.1
 
I posted a new Version of the Knights mod. What's new?

- removed one of the two identical marshals, I didn't like the graphics.
- new wizard, fire3 + 1 random
- archpriest is now astral2 (from astral1)
- two masters became holy masters, same stats as before but now they are holy and priest2. The one on horse is more or less identical to the Marignon paladin, but costs 10 gold more. The two normal masters have their gold cost reduced by 10, if I remember correctly. No idea if this is really balanced, I have to test a bit more.
- the standard bearer who was running ahead of the others has been fixed.
- chariot cost changed to 45 gold 50 res (I think)
- crossbowmen now have chain hauberk instead of full chain

...and maybe something else that now I cannot recall

Tricon March 8th, 2004 03:26 PM

Re: Knights of Light - Version 1.1
 
Sounds very good. Hopefully I'll get around to test it in the next few days. Thank you, sube.

Pocus March 9th, 2004 12:59 PM

Re: Knights of Light - Version 1.1
 
thanks Sube!

Tricon March 10th, 2004 08:34 PM

Re: Knights of Light - Version 1.1
 
Got a quick look at the mod yesterday (about 10 quick turns...).
Looks great and feels good.
The sacred masters are a powerful unit... I don't think that they're unbalanced ... but I'll have to test that further.

This is a great mod, and I hope that a few of those who don't know about the comic give it a shot.

btw: additional changes include the renaming of the stronger units to "Veteran ..."

Tricon April 1st, 2004 11:06 PM

Re: Knights of Light - Version 1.1
 
I got some more playing time in, and I have to say I really, really like it.
For those who haven't tried it it plays like a marignon-ulm faction without the forging.
I haven't noticed any real imbalances. It is a strong nation, but I think at least 6 or 7 themes are stronger. (In fact playing against KoL is very manageable...)


If you're still around sube... please continue, either with other factions of the dark moon chronicles or with another updated KoL mod (siege tower?..... please?).

sube April 2nd, 2004 11:12 AM

Re: Knights of Light - Version 1.1
 
Hi!

Yes I am currently trying to mod the other black moon nations + upgrading the knights + maybe making a map... but it takes a lot of time, mostly for the graphics. But I find modding really fun!

Well, anyway, hopefully I'll be able to post something more quite soon (1-2 weeks maybe?)

Tricon April 2nd, 2004 08:05 PM

Re: Knights of Light - Version 1.1
 
That's what I wanted to hear. http://forum.shrapnelgames.com/images/icons/icon10.gif
Thanks sube.

Pocus May 2nd, 2004 08:42 PM

Re: Knights of Light - Version 1.1
 
Any update on modding the Black Moon Chronicles?

[ May 02, 2004, 19:54: Message edited by: Pocus ]

HotNifeThruButr May 2nd, 2004 09:51 PM

Re: Knights of Light - Version 1.1
 
Excellent mod, except for the fact that most of these light dudes look suspiciously like the Ku Klux Klan...

http://forum.shrapnelgames.com/images/icons/icon10.gif

Karacan May 2nd, 2004 10:49 PM

Re: Knights of Light - Version 1.1
 
Um... that's what they are supposed to look like. Read the books.

Can't wait for the Black Moon troops! Ogres, trolls, other assorted monsters, mentates, and all national units! Yay! (At least, so I hope.)

And a succubus lover for every hero!


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