.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Scenarios, Maps and Mods (http://forum.shrapnelgames.com/forumdisplay.php?f=146)
-   -   Mod: New Nation: Dreamers (http://forum.shrapnelgames.com/showthread.php?t=40799)

Amos October 8th, 2008 01:22 AM

New Nation: Dreamers
 
1 Attachment(s)
Version 0.03

Theran Empire: Time of Dreamers

"Theran nations expansion brought it into contact with various people and civilizations. Bantu tribes wandering the wasteland, Budaya forgers of enchanted jade armor and Tetsu steel makers and Dreamers all became a part of the new Theran Empire. Before encountering Tetsu people the Theran nation had limited knowledge of magic. Now Tetsu Dreamers are the primary providers of magic for the fledgling empire. Dreamers gained their knowledge and power by breaking through the barrier that separates Dreams and reality. Through this barrier they summon nightmares and give form to dreams. Lord of Dreams, the guardian of the barrier and the guide to the world of dreams, has become the main God in the imperial pantheon."

http://forum.shrapnelgames.com/pictu...&pictureid=107

Gregstrom October 8th, 2008 05:51 AM

Re: New Nation: Dreamers
 
I've had a bit of a play around with the nation now. They have a butt-load of Astral power, don't they?

The sprites are great, and the race is very atmospheric.

Prot values on their troops are definitely on the high end for EA - barring the sacred, it's all 11s and 15s. And of course the Iron Guard with their 17 prot, which would be pretty heavy even in MA. I guess the high Enc makes up for this . Having to choose whether to take Sloth for the research bonus at the cost of being able to buy almost no troops might be tougher if the Dreamers weren't good researchers anyway.

I'm not sure I understand why most of the troops have Animal Awe though.

Amos October 8th, 2008 08:54 AM

Re: New Nation: Dreamers
 
This mod completes my "Theran Empire" trilogy. It explains how the "Horror Scourge" happened. I'll need to add some more units and summons before its complete. Although it is playable as is.

Quote:

I'm not sure I understand why most of the troops have Animal Awe though.
Animal Awe represents the Sarissa. All of my mods use AA to represent pikes.

lch October 8th, 2008 02:07 PM

Re: New Nation: Dreamers
 
Sounds interesting, would you add a preview image to top post?

Amos October 9th, 2008 04:49 AM

Re: New Nation: Dreamers
 
Version 0.02

Added "Summon Karakura" and "Create Giant Rift" spells.
Added sprite preview to the main post.

Sombre October 9th, 2008 05:55 AM

Re: New Nation: Dreamers
 
Thanks for adding a preview Amos - along with descriptive text this is something that really helps people get a feel for which mods they'd like to try.

Amos October 9th, 2008 06:23 AM

Re: New Nation: Dreamers
 
Fixed "Dreamer", "Dark Dreamer", "Acolyte" and "Bishop" attack sprite. The shadow had a wrong color.

Amos October 9th, 2008 09:32 AM

Re: New Nation: Dreamers
 
BTW, the AI is very effective with the "Travelers" nation. I'm testing this mod against it, and the AI is kicking my butt.

HoneyBadger October 9th, 2008 05:53 PM

Re: New Nation: Dreamers
 
Breath-taking sprites, Amos! Very reminiscent of Gerald Brom and H.R. Geiger. How you manage to do that in a bitmap, I'll never figure out...You really ought to post some of your sprites on DeviantArt.

Would you *please* add a preview to all of your Mod Nations?

Pretty please?

Amos October 10th, 2008 12:53 AM

Re: New Nation: Dreamers
 
I really cant take the credit for some of the sprites. Some of them are borrowed from concept art of other people. The sprites posted in this preview are purely mine.
As for adding preview images to my other mods, I'll see if I have the time.


All times are GMT -4. The time now is 02:04 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.