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Showing results 26 to 50 of 79
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Posts Made By:
kennydicke
Forum:
Scenarios, Maps and Mods
April 2nd, 2010, 02:13 PM
Replies:
74
Mod:
Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
Views:
33,085
Posted By
kennydicke
Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
Radio_Star
Ah, now I see what you mean. Well, it was my feeble attempt to give a reason to actually recruit the Tarkhan over another non-mage commander. I'll consider changing this in a later...
Forum:
Dominions 3: The Awakening
April 2nd, 2010, 01:27 PM
Replies:
3,096
Bug:
Bug Thread: Discussion
Views:
784,305
Posted By
kennydicke
Re: Bug Thread: Discussion
I don't know if anyone else has noticed this but, since the new patch, many units without ranged weapons have the 'Fire' orders. No big deal, but I assume it's a bug.
Also, one of my sprites shows...
Forum:
Scenarios, Maps and Mods
April 2nd, 2010, 01:08 PM
Replies:
74
Mod:
Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
Views:
33,085
Posted By
kennydicke
Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
Radio_Star
I know, ala AoE2. ;) I can change it back if you don't like it...
Oops, somehow I changed the name of "Long Bow" to "Longbow" - I don't remember doing this.
My bad, they were...
Forum:
Scenarios, Maps and Mods
April 1st, 2010, 12:07 PM
Replies:
8
Mod:
MA Nation: Goguryeo, Smoke on the Water 0.7
Views:
9,360
Posted By
kennydicke
Re: MA Nation: Goguryeo, Smoke on the Water 0.1
Radio_Star
Looks like I was trying to use a weapon flightspr - fixed.
Forum:
Scenarios, Maps and Mods
April 1st, 2010, 11:10 AM
Replies:
293
Mod:
Warhammer Nation: Lizardmen - v0.75 minor update
Views:
119,301
Posted By
kennydicke
Re: Warhammer Nation: Lizardmen - v0.6 UPDATE
Sombre
I liked his new changes, for the thematic concerns.
It sounds very cool, but how can you do this? A landshape?
Yes, very thematic as I understand the WFB Lizardmen.
Forum:
Scenarios, Maps and Mods
April 1st, 2010, 10:53 AM
Replies:
8
Mod:
MA Nation: Goguryeo, Smoke on the Water 0.7
Views:
9,360
Posted By
kennydicke
Re: MA Nation: Goguryeo, Smoke on the Water 0.1
Sombre
Sounds really cool. I do that kind of thing all the time on SP.
I don't really have input on the nations to use as I don't have an idea of what would be a balanced set-up. I've never...
Forum:
Scenarios, Maps and Mods
April 1st, 2010, 10:26 AM
Replies:
8
Mod:
MA Nation: Goguryeo, Smoke on the Water 0.7
Views:
9,360
Posted By
kennydicke
Re: MA Nation: Goguryeo, Smoke on the Water 0.1
Sombre
I thought it was pretty good.
That's a hope of mine. The Atreus and Jomon Broken mods could make good additions, too.
Forum:
Scenarios, Maps and Mods
April 1st, 2010, 10:13 AM
Replies:
60
Mod:
EA Nation: Atreus, Rise of the Dragon Emperor
Views:
24,334
Posted By
kennydicke
Re: EA Nation: Atreus, Rise of the Dragon Emperor
Sombre
Thanks, I wondered if he did the Mytheology sprites himself.
Atreidi
Back on-topic: This mod has an interesting theme that I enjoy, especially the random picks and martial arts. All in...
Forum:
Scenarios, Maps and Mods
April 1st, 2010, 09:21 AM
Replies:
8
Mod:
MA Nation: Goguryeo, Smoke on the Water 0.7
Views:
9,360
Posted By
kennydicke
MA Nation: Goguryeo, Smoke on the Water 0.7
A mod nation based on the Three Kingdoms era of Korea. Influence drawn from the kingdoms of Goguryeo, Silla and Baekje. 57BC - 668AD
...
Forum:
Scenarios, Maps and Mods
April 1st, 2010, 08:22 AM
Replies:
60
Mod:
EA Nation: Atreus, Rise of the Dragon Emperor
Views:
24,334
Posted By
kennydicke
Re: EA Nation: Atreus, Rise of the Dragon Emperor
Yeah, I just wanted to give credit where due. Thanks anyway, though.
Forum:
Scenarios, Maps and Mods
March 31st, 2010, 04:19 PM
Replies:
60
Mod:
EA Nation: Atreus, Rise of the Dragon Emperor
Views:
24,334
Posted By
kennydicke
Re: EA Nation: Atreus, Rise of the Dragon Emperor
I noticed that this mod has the same lung.tga, Lóng sprite as the Mytheology mod. I'm curious if you know who made this sprite, as I'm interested in using it for a mod. Thanks, in advance.
Forum:
Scenarios, Maps and Mods
March 30th, 2010, 06:39 AM
Replies:
97
Modding tips and tricks
Views:
30,759
Posted By
kennydicke
Re: Modding tips and tricks
Thanks, I have been. I just hoped somebody already had. ;)
I figured those and Bogarus would be the intuitive ones to use - I'd prefer less obvious choices, to avoid clashes, but I think I found...
Forum:
Scenarios, Maps and Mods
March 30th, 2010, 06:36 AM
Replies:
74
Mod:
Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
Views:
33,085
Posted By
kennydicke
Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
Radio_Star
Thanks, I fixed them all in one way or another. Rebalanced the units, too.
Forum:
Scenarios, Maps and Mods
March 29th, 2010, 05:53 PM
Replies:
97
Modding tips and tricks
Views:
30,759
Posted By
kennydicke
Re: Modding tips and tricks
Burnsaber
Ah, I was was having the same problem with a similar spell I was working on but I didn't put 2+2 together, thanks!
Sombre
Is there an easy way to find out these era-exclusive...
Forum:
Scenarios, Maps and Mods
March 22nd, 2010, 09:29 PM
Replies:
101
Mod:
MA al-Nadim - The thousand and one nights 1.01)
Views:
46,638
Posted By
kennydicke
Re: MA al-Nadim - The thousand and one nights (0.86)
elmokki
You're welcome, but I'm not a good judge.
There's always the old standby: spears.
The 'simple hillforts' give them a more nomadic, Bedouin-type feel. I think 'ramparts',...
Forum:
Scenarios, Maps and Mods
March 21st, 2010, 08:28 PM
Replies:
101
Mod:
MA al-Nadim - The thousand and one nights 1.01)
Views:
46,638
Posted By
kennydicke
Re: MA al-Nadim - The thousand and one nights (0.86)
elmokki
Arabian Weapons that might fit the bill:
Falchion
Acinaces (short sword)
Saif (scimitar with a normal curve)
Shamshir (scimitar with a dramatic curve)
Tabar Zin (short- or...
Forum:
Scenarios, Maps and Mods
March 21st, 2010, 05:25 AM
Replies:
74
Mod:
Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
Views:
33,085
Posted By
kennydicke
Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5.2
Thanks mehrunes_dagon, I fixed it. Forgot to give a pathlevel when I added the second path.
I also removed all the extraneous sprites from the archives.
Forum:
Scenarios, Maps and Mods
March 20th, 2010, 06:03 PM
Replies:
57
Mod:
Venexia, the most serene republic
Views:
21,452
Posted By
kennydicke
Re: Venexia, the most serene republic
Swan
#newmonster 2297 doesn't have an associated sprite. #copystats doesn't copy the sprite.
Forum:
Scenarios, Maps and Mods
March 20th, 2010, 10:23 AM
Replies:
134
Mod:
Warhammer Dwarfs, version 0.92 -- Quickfix
Views:
73,967
Posted By
kennydicke
Re: Warhammer Dwarfs, version 0.81 - First quickfix!
Jack_Trowell
Burnsaber quote from another thread:
Do you mean Vogons?
Burnsaber
Forum:
Scenarios, Maps and Mods
March 19th, 2010, 12:25 PM
Replies:
74
Mod:
Cinggis Qayan, Wrath of the Khans 3 eras -- Update 6
Views:
33,085
Posted By
kennydicke
Re: Cinggis Qayan, Wrath of the Khans 3 eras -- Update 5.2
Arrrgh!
Having trouble with two new units: 'Khadny Mangaa' and 'Arvan Tavan'. I wanted to make them heroes, but they seem too strong as they're both SCs. Anybody think otherwise?
For now,...
Forum:
Scenarios, Maps and Mods
March 19th, 2010, 12:21 PM
Replies:
28
Mod:
Pythium, the Second Empire
Views:
12,058
Posted By
kennydicke
Re: Pythium, the Second Empire (v.0.7)
Fun mod Burnsaber! I really love the Varangians! The Pyrotes are good too but hard to mass (on purpose, I'm sure). I also like the touch of the starting emperor, tres cool.
After going back and...
Forum:
Scenarios, Maps and Mods
March 18th, 2010, 01:13 PM
Replies:
19
Out of memory: too many Mymallocs
Views:
7,636
Posted By
kennydicke
Re: Out of memory: too many Mymallocs
Corporal Kindel
Look at the left-hand side of the screen - under 'Latest News'.
Forum:
Scenarios, Maps and Mods
March 15th, 2010, 09:05 AM
Replies:
4
Local Defence 101
Views:
2,854
Posted By
kennydicke
Re: Local Defence 101
Here's a spreadsheet of vanilla PD, as listed by the game manual. Some forces may have changed since the book was printed, and it doesn't include Lanka, Fomoria, or the Gath nations.
This may need...
Forum:
Scenarios, Maps and Mods
March 14th, 2010, 11:29 AM
Replies:
17
questions about modding a spell
Views:
4,947
Posted By
kennydicke
Re: questions about modding a spell
Entirely correct, again, Gregstrom. #path and #pathlevel values are not checked. #researchlevel is a required tag, but it's value isn't checked either. #school is best set at -1, but it isn't...
Forum:
Scenarios, Maps and Mods
March 14th, 2010, 09:29 AM
Replies:
17
questions about modding a spell
Views:
4,947
Posted By
kennydicke
Re: questions about modding a spell
Looks about right. Some notes:
With selectspell, you can use the spell name in parentheses. This is much faster than looking up the spell ID.
EX: #selectspell "Call of the Wild"
You have to...
Showing results 26 to 50 of 79
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