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-   -   Castle Wyvern (http://forum.shrapnelgames.com/showthread.php?t=32904)

Endoperez January 22nd, 2007 12:03 PM

Castle Wyvern
 
1 Attachment(s)
I tried my hand at making a new magic site. Actually, I might eventually make this into a full nation, but I don't have time ATM. Any way, from Castle Wyvern you can recruit Wyvern Knights and Wyvern Lords, elite soldiers keeping peace around their mountain (which doesn't actually have a fortress).

Unfortunately, because we don't have commands for non-capital-only recruitables from magic sites, this mod doesn't really work. So I gave up and gave the site to MA Agartha. It doesn't fit the nation, at all. http://forum.shrapnelgames.com/images/smilies/frown.gif

Gandalf Parker January 22nd, 2007 12:33 PM

Re: Castle Wyvern
 
Are these riders of the flying lizards?
Maybe Sauromatia, or Pangaea (kindof a pre-historic Pangaea).

HoneyBadger January 22nd, 2007 03:45 PM

Re: Castle Wyvern
 
How about a prehistoric C'tis for that matter? Maybe the wyverns, being intelligent and reptilian in natiure, are related?

And yes, are the wyverns intended as mounts for units, or are they the units themselves? I think I'd prefer the latter, just because it allows one to create a "Wyvern backstory" more elaborate than "some people have learned how to sit on wyverns in a manner that doesn't cause wyverns to want to eat those people".

Aeshi January 23rd, 2007 04:16 AM

Re: Castle Wyvern
 
Crashes whenever I activate this mod and click "create new game"
...
Why?

Endoperez January 26th, 2007 08:11 PM

Re: Castle Wyvern
 
No idea why it crashes. Any details, Steelfang? What version of the game do you have? Did you get any error message?

It is indeed human knights riding wyverns. I'm rather proud of the graphics (tuathas and wyverns grabbed from DomII).


Sorry about taking so long to answer.

HoneyBadger January 26th, 2007 08:44 PM

Re: Castle Wyvern
 
No problem, Endoperez. Do any of the wyverns operate separately from humans? such as a wyvern commander?

Endoperez January 26th, 2007 09:14 PM

Re: Castle Wyvern
 
The riders have #secondtmpshape Wyvern. Other than that, it's human knights riding wyverns. You could just try the mod, you know...

HoneyBadger January 26th, 2007 09:15 PM

Re: Castle Wyvern
 
I can't right now, I'm at work and my laptop is at home.

Aeshi January 27th, 2007 08:28 AM

Re: Castle Wyvern
 
Quote:

Endoperez said:
No idea why it crashes. Any details, Steelfang? What version of the game do you have? Did you get any error message?

I have the latest version of the game.No error messages though (it just crashes)

Endoperez January 27th, 2007 08:54 AM

Re: Castle Wyvern
 
Quote:

Steelfang said:
I have the latest version of the game.No error messages though (it just crashes)

The only thing I can think of is a conflict between two or more mods. It should be rather unlikely because this mod only uses two monster numbers (EDIT: and one weapon number) out of thousand or so available, but it could happen. Try disabling any other mods you use before creating a new game.

You aren't losing much, though. This is a very simple mod. It's just two new fliers with a bit more powerful natural attacks than is common for mounts.

Not having the graphics in the correct place could also crash the game, but that would give an error message.


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