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Posts Made By:
whiplashomega
Forum:
Scenarios, Maps and Mods
August 1st, 2009, 08:26 PM
Replies:
21
Mod:
New Nation, Harabatia: Rise of the Raptors v1.00
Views:
7,544
Posted By
whiplashomega
Re: New Nation, Harabatia: Rise of the Raptors v1.00
Hey all,
Long time no update on here, but that was to be expected, following up on the last feedback and my own further play testing, I have made a number of additional changes to this mod. Most...
Forum:
Scenarios, Maps and Mods
August 1st, 2009, 02:53 PM
Replies:
352
The map that will never be
Views:
99,198
Posted By
whiplashomega
Re: The map that will never be
Maybe it will be finished around the time it starts college, but it will not die until at least 86.
Forum:
Scenarios, Maps and Mods
April 19th, 2009, 10:44 AM
Replies:
10
Map:
Full Map Scenario with Mod Nations
Views:
3,382
Posted By
whiplashomega
Re: Full Map Scenario with Mod Nations
I'll quick work out a non-scenario version today and post it
Thanks again!
No, though same idea, I just quick put together a copy spell of Eyes of God with 0 research level and 0 gem cost,...
Forum:
Scenarios, Maps and Mods
April 17th, 2009, 04:27 PM
Replies:
10
Map:
Full Map Scenario with Mod Nations
Views:
3,382
Posted By
whiplashomega
Full Map Scenario with Mod Nations
So, I had an idea to make a map scenario that would be something like a real battle of nations. Dominions to me lacks an element of realism, in that in the real world, there isn't really large areas...
Forum:
Scenarios, Maps and Mods
April 16th, 2009, 10:20 PM
Replies:
21
Mod:
New Nation, Harabatia: Rise of the Raptors v1.00
Views:
7,544
Posted By
whiplashomega
Re: New Nation, Harabatia: Rise of the Raptors v1.00
Rework heroes, got it. possible access to astral, right now one of their custom God chassis has astral as a predefined choice, but if I'm reworking the magic skills for the Master Harab hero as well...
Forum:
Scenarios, Maps and Mods
April 15th, 2009, 09:36 PM
Replies:
37
Mod:
New pretender: Deep Dagon
Views:
25,236
Posted By
whiplashomega
Re: New pretender: Deep Dagon
actually completely pure water won't freeze at 0 Celsius, you can actually get it much colder than that. Until you introduce some sort (any sort) of impurity, at which point it will all freeze.
Forum:
Scenarios, Maps and Mods
April 12th, 2009, 08:57 AM
Replies:
58
Mod:
CPCS -- CrossPath Combat Spells
Views:
15,038
Posted By
whiplashomega
Re: CPCS v. 0.4 - adds 46 new spells.
While more specific and dedicated play testers than myself have actual constructive criticism to give, I'm afraid I have nothing but praise. I've been playing with this mod enacted most of the time...
Forum:
Scenarios, Maps and Mods
April 7th, 2009, 03:40 PM
Replies:
21
Mod:
New Nation, Harabatia: Rise of the Raptors v1.00
Views:
7,544
Posted By
whiplashomega
Re: New Nation, Harabatia: Rise of the Raptors v1.00
Humakty, your criticism has been especially helpful thus far, I don't think VedalkenBear was implying anything. Personally I would love your further input.
Forum:
Scenarios, Maps and Mods
April 4th, 2009, 12:11 PM
Replies:
21
Mod:
New Nation, Harabatia: Rise of the Raptors v1.00
Views:
7,544
Posted By
whiplashomega
Re: New Nation, Harabatia: Rise of the Raptors v1.00
After a little play testing of my own I've completed some more changes. I'm pretty satisfied with it at this point, though perhaps the trolls need a little more nerfing. Complete change log from...
Forum:
Scenarios, Maps and Mods
March 30th, 2009, 11:54 PM
Replies:
21
Mod:
New Nation, Harabatia: Rise of the Raptors v1.00
Views:
7,544
Posted By
whiplashomega
Re: New Nation, Harabatia: Rise of the Raptors v1.00
First balance changes made and posted, as detailed in my previous post. Let me know if that fixes things (especially with the trolls). I also changed the starting army to 15 homeguards and 15...
Forum:
Scenarios, Maps and Mods
March 30th, 2009, 11:19 PM
Replies:
21
Mod:
New Nation, Harabatia: Rise of the Raptors v1.00
Views:
7,544
Posted By
whiplashomega
Re: New Nation, Harabatia: Rise of the Raptors v1.00
I have to agree on the trolls, they are somewhat overpowered. I wanted to change the weapons for thematic reasons, but didn't want to change their basic stats. As such I'm thinking I'll increase...
Forum:
Scenarios, Maps and Mods
March 30th, 2009, 03:37 AM
Replies:
18
Invisible colour
Views:
3,029
Posted By
whiplashomega
Re: Invisible colour
From my experience Dominions does support the 32 bit targas, but when using them you have to use the alpha channel for the background color instead of black (and I haven't figured out how to do the...
Forum:
Scenarios, Maps and Mods
March 30th, 2009, 02:49 AM
Replies:
21
Mod:
New Nation, Harabatia: Rise of the Raptors v1.00
Views:
7,544
Posted By
whiplashomega
New Nation, Harabatia: Rise of the Raptors v1.00
While the mod up to now has received little attention from, well, anyone but myself. I hope this version, which I consider to finally be out of beta stages, will be up to par. If anyone kept up...
Forum:
Scenarios, Maps and Mods
March 6th, 2009, 04:50 PM
Replies:
10
Nation mod: Harabatia: Rise of the Raptors
Views:
2,625
Posted By
whiplashomega
Re: Nation mod: Harabatia: Rise of the Raptors
Another quick revision, and like 0.8 probably the last for awhile, worked on unit strength/cost balance for recruitables. Most of the elite units had their cost increased, including the risen...
Forum:
Scenarios, Maps and Mods
March 5th, 2009, 06:34 PM
Replies:
10
Nation mod: Harabatia: Rise of the Raptors
Views:
2,625
Posted By
whiplashomega
Re: Nation mod: Harabatia: Rise of the Raptors
Been a while since my last update, but I decided to put a little work in today and rebalanced the magic capabilities, making Harabatia less overpowered, though still perhaps overpowered. Many thanks...
Forum:
Scenarios, Maps and Mods
March 4th, 2009, 01:36 AM
Replies:
42
Map:
Dom3Minions RandomMaps (again)
Views:
19,803
Posted By
whiplashomega
Re: Dom3Minions RandomMaps (again)
Of those listed I would think the wraparound would be most useful, as wraparound maps always add an extra dimension of difficulty, as well as making a map seem larger than it is, and I'm always a fan...
Forum:
Scenarios, Maps and Mods
February 23rd, 2009, 08:30 PM
Replies:
41
Mod:
Brazen Benevolence (Bronze Armors)
Views:
5,547
Posted By
whiplashomega
Re: Brazen Benevolence (Bronze Armors)
My two sense on the times and ages is thus, and granted this is just my reckoning, as I am only the most amateur of historians:
to my reckoning the myths and such encompassed by the early age come...
Forum:
Scenarios, Maps and Mods
February 17th, 2009, 06:35 PM
Replies:
41
Mod:
Brazen Benevolence (Bronze Armors)
Views:
5,547
Posted By
whiplashomega
Re: Brazen Benevolence (Bronze Armors)
I know cast iron is incredibly heavy, even compared to other irons, does cast bronze have a similar comparative increase in weight?
Forum:
Scenarios, Maps and Mods
February 4th, 2009, 11:01 PM
Replies:
41
Mod:
Brazen Benevolence (Bronze Armors)
Views:
5,547
Posted By
whiplashomega
Re: Brazen Benevolence (Bronze Armors)
As long as we are talking realism, lets talk mineral availability. Copper is actually one of the more rare minerals out there that is in heavy use. At least it is these days(I've heard some claims...
Forum:
Scenarios, Maps and Mods
January 30th, 2009, 01:35 PM
Replies:
10
Nation mod: Harabatia: Rise of the Raptors
Views:
2,625
Posted By
whiplashomega
Re: Nation mod: Harabatia: Rise of the Raptors
Another new version 0.8, with three new heroes. This will be it until I have some play testing results (mine or others) to go off of.
Forum:
Scenarios, Maps and Mods
January 29th, 2009, 11:21 PM
Replies:
10
Nation mod: Harabatia: Rise of the Raptors
Views:
2,625
Posted By
whiplashomega
Re: Nation mod: Harabatia: Rise of the Raptors
new version posted 0.7, with a bunch of fixes, such as:
fixed mage descriptions
fixed summon living tree and summon copse of living tree spells
replaced Herald Lance with Golden Spear(slightly...
Forum:
Scenarios, Maps and Mods
January 27th, 2009, 04:25 PM
Replies:
10
Nation mod: Harabatia: Rise of the Raptors
Views:
2,625
Posted By
whiplashomega
Re: Nation mod: Harabatia: Rise of the Raptors
I'll take a look at the descriptions, I wrote them pretty early in development, and changed some of the magic skills since then. Also, some other new mage units and further fixes are already done...
Forum:
Scenarios, Maps and Mods
January 20th, 2009, 03:48 PM
Replies:
10
Nation mod: Harabatia: Rise of the Raptors
Views:
2,625
Posted By
whiplashomega
Re: Nation mod: Harabatia: Rise of the Raptors
It's my birthday, and how am I spending it? modding Dom 3. Anyway, new version released. Adds a banner a new mage commander(Harab Naturalist), and makes a God version of the Eagle King. Also I...
Forum:
Scenarios, Maps and Mods
January 20th, 2009, 10:41 AM
Replies:
10
Nation mod: Harabatia: Rise of the Raptors
Views:
2,625
Posted By
whiplashomega
Re: Nation mod: Harabatia: Rise of the Raptors
Changed the flag, as I realized it was borrowed from someone elses mod, but I forgot which one, anyway new flag included.
Forum:
Scenarios, Maps and Mods
January 19th, 2009, 11:40 PM
Replies:
10
Nation mod: Harabatia: Rise of the Raptors
Views:
2,625
Posted By
whiplashomega
Re: Nation mod: Harabatia: Rise of the Raptors
A few changes already:
increased gold cost of wingless archers to 13
increased gold cost of wingless ravens to 15
increased gold cost of risen yasad to 30
fixed Harab Seraph, no longer...
Showing results 1 to 25 of 40
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