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August 26th, 2007, 06:17 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Pirate Nation Version 1.00!
Hey all! I got started on this pirate mod!!
Okay! this mod is no longer beta and has very few bugs if I say so myself, any and all feedback is appreciated both good and bad, do voice yourself.
This mod is not based on anything in particular I just like the concept of this mod, I'm not a particularly big fan of pirates but hey, I like this mod.
I may get back to my old mods and redo them after this, Dinnas'Arvl and Tarent, now that I'm I can mod much better.
Last edited by Edi; August 27th, 2008 at 01:52 PM..
Reason: Prefix
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August 26th, 2007, 01:52 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Pirate Nation!!
Your unit sprites are getting better Juzza :]
Keep at it!
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August 26th, 2007, 06:38 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Pirate Nation!!
thanks, now I'm modifying Illwinters, if you can't tell, the best sprite there is made from an MA Ulm Axeman, though.. the LA Marginon Captain didn't work out so well, I tryed to colour change it but I couldn't change it to any kind of grey or black so I had to settle for him having leather, and he looks kinda out of place, He's the Grappler.
But the feedback I'm most interested in, is in the mercenary and the Grappler, do ya think I made the Heavy Falchion too good? and the Grapple Chain, not sure on that, it's got the Flail quality as well.
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August 27th, 2007, 06:05 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
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Re: Pirate Nation!!
I just uploaded a mercenary captain and three more mercenary units, next I'll be working on some spell casters and if I can somehow! make a story for a sacred I'll try and jot that in with the wizards and priests, then I'll get started on a few more troops.
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August 27th, 2007, 09:23 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Pirate Nation!!
Okay! the nations only priest and a few mages, I'm looking to add... two more, and a sorta, "Pirate Lord" with maybe, some chances for magic, as in theres pirate lords are very strong pirates that are in some way or another great, but I don't know weather to either, Make a funky kind of Pirate Lord with lots of low chances for lots of different kinds of magic and good leader.
OR make a bunch of much more powerful and unique ones as heroes, I'm looking for some peoples opinions to make this mod good, rather than whats easiest for me, which is making one commander.
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August 28th, 2007, 09:17 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Pirate Nation!!
any feedback is welcome, any at all
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August 28th, 2007, 10:38 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
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Re: Pirate Nation!!
I like the concept of a pirate clan, but I find the OB lacking in 'elite' troops, which may make the playtesting quite harsh. You choose an hard task, as normally pirates fight on sea, so you'll have to create units from scrap.
The sprites seem fine to me, especially the mercenary troops.
__________________
10 times more numerous, by nigth and backstabbing.
Senior member of the GLIN !
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August 28th, 2007, 06:03 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Pirate Nation!!
I already have a good idea for at least one elite troop but I don't think I can squeeze in any sacreds.
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August 29th, 2007, 07:50 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Pirate Nation!!
Oh I forgot to add, I uploaded a bunch of new stuff about an hour or two ago, added an elite troop, a new mage, which may need some balancing and a few small sprite fixes.
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August 30th, 2007, 07:56 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Pirate Nation!!
I've updated a few more units and a banner so now! this mod is version 1.00!!!! try it out! tell your friends, give me feedback and vote for my mod!!
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