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February 17th, 2004, 07:56 PM
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Sergeant
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Join Date: Sep 2003
Location: The Urban Wilderness
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Ashikaga mod v2.0
Version 2.00 of my Japanese themed Dominions II mod, the Ashikaga Shogunate, is now complete and ready for download! It replaces the basic nation of Tien'Chi with a feudal shogunate of warriors based on the Ashikaga, or Warring States, era of Japanese history. Version 2.00 of the mod includes 21 completely new units and heroes with hand crafted .tga sprites, full unit & nation descriptions, appropriate flags & banners, and numerous bug fixes.
The mod includes:
- 21 original units, complete with unique colorful sprites and full unit descriptions
- Nation specific summons. Supernatural units such as Oni and Tengu can now fight for your cause
- Compatability with Unwise's Shield Icon Flags mod (thanks Arryn)
- A new set of weapons and armors
- A complete roster of national heroes
- Numerous tweaks and balance revisions
V3.0 isn't really on the horizon, though I will continue to make bug fixes and tweak the balance if players request it.
As always, feel free to post your compliments and criticisms in this thread; if you make a good case for a change then there's a good chance you'll get your way.
v2.0 of this mod uses unit numbers 2400-2416, weapon numbers 700-707, and armor numbers 250-254.
It can be downloaded from my website here.
Have fun
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February 17th, 2004, 09:11 PM
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Private
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Join Date: Jan 2004
Location: Indiana
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Re: Ashikaga mod v2.0
Just downloaded and playing with a little, looks cool! Some of the unit stats seem a little high for mortals, but I'll withhold judgement on that until I've had time to test it in more depth.
I wasn't able to find the nation specific summon spells...what path are they? Do you start with them, or are they researchable?
Thanks for the hard work you've obviously put into it; the theme has flavor that rivals that of the stock nations
__________________
Half gods are worshipped in wine and flowers. Real gods require blood. -- [i]Their Eyes Were Watching God</i]
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February 17th, 2004, 09:12 PM
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Lieutenant General
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Join Date: Dec 2000
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Re: Ashikaga mod v2.0
Now THIS is what I've been waiting for.
Great work!
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February 17th, 2004, 09:17 PM
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Major General
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Join Date: Aug 2000
Location: Mountain View, CA
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Re: Ashikaga mod v2.0
Dim Mak? That's a bit harsh.
__________________
Are we insane yet? Are we insane yet? Aiiieeeeee...
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February 17th, 2004, 09:31 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: Ashikaga mod v2.0
I made it available on Illwinter as well.
Gibson: the spells are available at start. Death-nature, water-nature, fire-nature and earth-astral. They have the old celestial names, but bring other units.
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February 17th, 2004, 09:36 PM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: Ashikaga mod v2.0
I usually am not that good at this game... the Samurai are a very tough lot!
Does the Daikyu work? I only have a very small number of the Samurai Bowmen, but while they do make a bow's "snap" noise when animating, and seem to "fire" without moving to the enemy, I don't see any arrows flying, and, most importantly, I don't see any enemies dying (whereas, when I send in Samurai Swordsmen, the enemies die a lot!)... so I'm wondering if the weapon modding does really work...
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February 17th, 2004, 09:45 PM
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Sergeant
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Join Date: Sep 2003
Location: The Urban Wilderness
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Re: Ashikaga mod v2.0
The archers do fire and inflict damage, but there is unfortunately no way to choose a projectile model for a range attack, so the arrows are invisible.
I'll make a patch that changes them back to longbows until it's possible to make modded range weapons function.
[ February 17, 2004, 19:47: Message edited by: Potatoman ]
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February 17th, 2004, 09:45 PM
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First Lieutenant
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Join Date: Sep 2003
Location: Bordeaux, France
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Re: Ashikaga mod v2.0
OK, now I DO see enemies dying. Still no arrows, though.
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February 18th, 2004, 02:31 AM
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Sergeant
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Join Date: Sep 2003
Location: The Urban Wilderness
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Re: Ashikaga mod v2.0
The temporary fix has been uploaded.
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February 18th, 2004, 03:35 AM
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Private
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Join Date: Jan 2004
Location: Indiana
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Re: Ashikaga mod v2.0
Unless they are meant to be pretender based spells, are the national summons meant to uncastable by the national mages (excepting a lucky tengu)? I can understand it being a limitation of the modding tools, or even a balance issue (as the summons seem pretty nice), so I'm just curious what the motivating factor was to provide starting spells that the national mages can't easily cast.
__________________
Half gods are worshipped in wine and flowers. Real gods require blood. -- [i]Their Eyes Were Watching God</i]
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