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  #1  
Old November 13th, 2006, 04:50 PM
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Default Seven Nation Army (combined mod proposal)

I'm going to start configuring a multiple-nation "meta mod" shortly. This will be an expansion-only metamod, with no rebalancing (although, if I can make sure that it doesn't break conceptual balance, I will.)

In the first generation, it will include four things -
* a big folder full of pixel art. If anyone wants to do / has stray pixel art that they're willing to donate, I will include it here.
* three mod-files, one for early, one for mid, and one for late era. The only difference will be lines *commented out* so that nations (and starting magic sites, in some cases) are not changed in the era in which they appear.
FOR EXAMPLE - my early era padmassa mod copies the stats off of mid-era Ermor, and modifies the "Temple of the Spheres" into "The High Circle." Those lines will be commented out in the mid and late era versions of the mod-file.
As soon as it is possible, I will merge these into a single mod-file.

It will deifnitely include Frank and my mods, which will be:
Themiskyra (Late only) - that's amazons
Padmassa (all three eras) - evil in early era, "good" abyssians (persians) in mid era, arabs in late era
Nim (all three eras) - ratmen
Carthacia (early and mid only) - sorta biblical canaanites, sorta anakim*, sorta carthage, sorta phoenicia, sorta muspelheim.
Hoburgs (all three eras) - a cheap craptons of crap position in the early era, a crossbow-crazed missile position in the middle era, and a blood-magic and mechanical horrors position in the late era
Ivalice (all eras) - modeled after Final Fantasy Tactics (with influences from the better FF RPGs, such as IV and VII.)

* Since Angelic Crusade is using the term "Nephilim" I'll call mine "Anakim" instead.

I've also got approval to include the following:
Machaka - Spider Cult (early)
Sar Elad (early)
Angelic Crusade (early)

Sanguinia (late)
Trade Confederation (late)
Stygian Corruption (late)
Teutanion (late)
Blood Elves (late)

I'd like it to include the following nations other people have planned/posted (and if I missed your mod, I'm not dissing you, I just didn't see an attachment so I don't know if you're serious):
Haida Gwaii (???)

I'd also like to recycle units and artwork from these mods into nations in other eras, as well as into independents in other eras, if that is okay with the original authors. If you don't mind me messing with unit numbers but object to me doing other stuff with your work, let me know.

The mod will contain the following -
* New nations, incl. all the fixings
* New magic sites, incl. new site-based neutrals, when that is possible.
* New independent poptypes, if this is ever possible.
* New spells, incl. new national spells, incl. new national spells for existing nations
* New Items, Weapons and Armor
* New pretenders, incl. multiple nation pretenders if that is ever possible.
* New heroes, incl. new heroes for existing nations, provided they don't replace existing heroes and only use empty hero slots.

If anyone wants to write up any of that and hand it to me as stray bits of code, I'll do the work of incorporating it.

It will NOT include -
* Rebalancing on existing nations, units or sites.
* New national units for existing nations, except for new national spells, new heroes and new pretenders.

When I have replies from other mod authors I'll post a beta version at the root of this thread.

Thanks,
TNDP
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  #2  
Old November 13th, 2006, 05:57 PM
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Default Re: Seven Nation Army (combined mod proposal)

You're free to put Sar Elad in.
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  #3  
Old November 13th, 2006, 06:38 PM
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Default Re: Seven Nation Army (combined mod proposal)

New pretenders for existing nations are in? Feel free to include my Anansi mod then.
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Old November 13th, 2006, 07:03 PM
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Default Re: Seven Nation Army (combined mod proposal)

Sounds good.
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  #5  
Old November 13th, 2006, 07:15 PM
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Default Re: Seven Nation Army (combined mod proposal)

Fine by me. Take it and tear it all apart if you wish. A reference in the readme would be nice. Feel free to include any other nations I make.
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Old November 18th, 2006, 04:17 PM
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Default Re: Seven Nation Army (combined mod proposal)

I actually have a new version of Themiskyra for Dom 3, though it's not finalized. This weekend I'll check out what you've done and see if I can make myself finalize and post my revised version.
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Old November 18th, 2006, 08:51 PM
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Default Re: Seven Nation Army (combined mod proposal)

Are you just needing the artwork from the nations? I am a tad bit stressed out this week because of studying studying studying, so I may be misreading, I thought you needed the completed nation. If you just need the artwork, I can have it for you as early as tonight (after I get a much needed night out ) or tomorrow.
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Old November 18th, 2006, 09:03 PM

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Default Re: Seven Nation Army (combined mod proposal)

Quote:
PvK said:
I actually have a new version of Themiskyra for Dom 3, though it's not finalized. This weekend I'll check out what you've done and see if I can make myself finalize and post my revised version.
Here's the 1.01 version for Dominions 3.01. It fixes the age problems and is a little less in-your-face as a rush position. I'm really hoping to finalize it for 3.02, where supposedly it will have access to National Spells.

Caryatids, Dryad Cavalry, and Ancestors are all to be had. Probably even a special attack spell for each clan.

-Frank
Attached Files
File Type: zip 471795-themiskyra.zip (81.2 KB, 149 views)
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Old November 19th, 2006, 05:11 PM
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Default Re: Seven Nation Army (combined mod proposal)

Thanks Frank! I'll check it out presently. My Dom 3 version is currently only Middle Ages, BTW - maybe we can tweak them so mine's the MA version and yours is the LA version and they share some stuff. More later after I digest what you've done.

PvK
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  #10  
Old November 20th, 2006, 05:21 PM
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Default Re: Seven Nation Army (combined mod proposal)

By the by - I'm going to wait on putting the metamod together until we have national spell capability. Playing with multiple custom nations before that time is just asking for pain
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