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  #11  
Old November 22nd, 2006, 04:42 AM
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Default Re: Seven Nation Army (combined mod proposal)

Frank, I did check out your Late Ages Themiskyra. It's fun, interesting and challenging. The poison archers are strong but their friendly fire is also deadly. There are many very exotic units, though they take some time to amass. Some of them seem a bit over-special, such as the Onyx Amazons with Elemental Armor (though the elemental protection doesn't work because magic powers of magic items don't work when applied as intrinsic equipment - you'd need to add the resistances to the unit... but it seems pretty incredible to have troops with equipment that is so special, for just some extra resources - maybe they should have a different or new armor type).

I'll try to post my version of Middle Ages Themiskyra this weekend. After looking at your mod, I got drawn into a vortex of distractions and work and stuff, and only now emerged here long enough to post. My version is far more ordinary, but I added some things you might find useful to borrow (or not).

I wouldn't worry about not being able to exclude the generic pretender forms, since every nation gets those as options.

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  #12  
Old November 22nd, 2006, 04:44 AM
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Default Re: Seven Nation Army (combined mod proposal)

DrPraetorious, why do you say that playing with multiple custom nations before national spell modding is just asking for pain?
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  #13  
Old November 22nd, 2006, 03:30 PM
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Default Re: Seven Nation Army (combined mod proposal)

Because when I started pooling my own mods I had national spells that my own other custom nations could cast

I also intend to add a *lot* of my own national spells to existing nations as part of the mod, and if I just throw them in as universal spells it completely unbalances everything.
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  #14  
Old November 23rd, 2006, 03:16 PM

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Default Re: Seven Nation Army (combined mod proposal)

Quote:
Some of them seem a bit over-special, such as the Onyx Amazons with Elemental Armor (though the elemental protection doesn't work because magic powers of magic items don't work when applied as intrinsic equipment - you'd need to add the resistances to the unit...
The intention is actually not to give them energy resistance to everything, but merely to give them high quality plate armor that is relatively light. Not quite Black Plate, but it will do.

In short, the amazons who are supposed to be energy resistant (green and red) already are and are by dint of tribal rituals, not armor.

In short, the Onyx Clan has armor that is only moderately special - they get something that is a litle better than Full Chain Mail for the resource cost of full chain mail. That's pretty nice, and a major selling point of the nation - but that's about as far as it goes.

-Frank
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  #15  
Old November 23rd, 2006, 03:32 PM
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Default Re: Seven Nation Army (combined mod proposal)

Sounds good. I'd make it a new armor type (or find an existing type that fits) just to avoid confusion, though.
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  #16  
Old February 7th, 2007, 02:31 PM

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Default Re: Seven Nation Army (combined mod proposal)

I'm very much looking forward to this. If I can get a nation made I'd like to see it in there as well, provided it's good enough :]
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  #17  
Old March 10th, 2007, 11:39 PM
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Default Re: Seven Nation Army (combined mod proposal)

Whats up with this? Im looking forward to it.
Is this going to fill in the modder slots with bigger badder AI nations?
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  #18  
Old March 11th, 2007, 10:13 AM
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Default Re: Seven Nation Army (combined mod proposal)

Well, it works.

I'll post the scripts again and another version when I get home. Problem is you can't have more than (I think it was 110) units with new graphics, or the game crashes. Other types of sprite (e.g. banners, flags, etc.) don't seem to cause the same problem.
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  #19  
Old March 13th, 2007, 01:43 AM
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Default Re: Seven Nation Army (combined mod proposal)

Here are rationalized versions of all of the existing mod nations. You can only have 110 new sprite-pairs at once (in my experience) without the game crashing - but you should be able to run these mods in any combination.

Let me know if this doesn't work.

Here are counts for new unit-sprite-pairs:
$ grep -c spr1 *_fixed.dm
BElves_fixed.dm:28
Crusade_fixed.dm:21
Exile_fixed.dm:29
Hoburg_D3SE_fixed.dm:15
Horror_fixed.dm:34
Insectoid_fixed.dm:18
Magoserium_fixed.dm:19
MarioWorld_fixed.dm:31
NephilimBonded_fixed.dm:31
StigianBonded_fixed.dm:27
Theran_fixed.dm:29
Trade_fixed.dm:26
kharamdzu_fixed.dm:22
machakaspidercult_fixed.dm:1
machakaspidercult_withoutking_fixed.dm:1
sanguinia_fixed.dm:27
sarelad_fixed.dm:20
sylvania_fixed.dm:27
teutanion_fixed.dm:27
themiskyra_fixed.dm:10
vaetti_fixed.dm:3

I haven't playtested this round of output - possible I broke something. Let me know if anything doesn't work.

The authors and links to the original mods are listed in the list of mods sticky.

EDIT: Forgot to include the awk script. It's in there now if anyone wants it.
Attached Files
File Type: zip 503596-Megamod.zip (5.80 MB, 224 views)
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  #20  
Old March 13th, 2007, 01:51 PM
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Default Re: Seven Nation Army (combined mod proposal)

Have we added "please enlarge sprite-pair limit" to the Modders Wishlist?
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