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  #21  
Old April 4th, 2008, 11:58 AM

spirokeat spirokeat is offline
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Default Re: New Nation - The Shogun of the Dark

V1.3
New graphics for Bandit and Bandit Leader
Geisha seduce bonus reduced slightly
Douse bonus on Kolat Oyabun should now work.
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  #22  
Old April 5th, 2008, 01:25 AM
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Juzza Juzza is offline
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Default Re: New Nation - The Shogun of the Dark

I like the bandit graphics it really sets them apart from the original graphics!
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http://forum.shrapnelgames.com/showt...+nation&page=3

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  #23  
Old April 5th, 2008, 03:30 AM

spirokeat spirokeat is offline
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Default Re: New Nation - The Shogun of the Dark

Thanks Juzza,

Obviously I'm really only altering existing sprites to a greater or lesser degree depending on what I'm trying to achieve. I don't think I'm arty enough to create one from scratch though I'm getting good at changing colour schemes and altering stances and adding the odd thing in.

Have you had much use of any of my heroes yet? Last few games I don't seem to have gotten one so I can't judge them yet.

Also I noticed that my undead samurai are currently eating food, I thought the undead status tag would remove that but alas not. I will go through my creatures and make sure the ones that shouldn't be eating aren't and try update again in the next few days.
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  #24  
Old April 6th, 2008, 04:15 AM
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Juzza Juzza is offline
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Default Re: New Nation - The Shogun of the Dark

Oh so that's how you do it, well I do the same thing except, I also cut things from other sprites and put them on the thing I'm modifying, I did that for my Free Port mod.

All of my mercenaries were originally Ulm battle axe men, you should have a look because they turned out really well and I personally thing a planner look to the bandits, for instance a scale curus and leathery, plane boots and gloves.

This is my Free Port mod, check out the sprites, most are just color change and other bits from other units, quite little is my handy work.
http://www.shrapnelcommunity.com/thr...b=5&o=&fpart=1
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Free Port:
http://forum.shrapnelgames.com/showt...+nation&page=3

Currently working on:
http://forum.shrapnelgames.com/showt...hlight=witcher
Inspired by the game The Witcher and the Witcher Novels.
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  #25  
Old April 22nd, 2008, 08:55 PM

Alderanas Alderanas is offline
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Default Re: New Nation - The Shogun of the Dark

Can you put it in a zip so i can download it plz.
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  #26  
Old April 23rd, 2008, 08:31 AM
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Default Re: New Nation - The Shogun of the Dark

lol, classic mistake, since dominions is available on so many different operating systems zip is really the only universal compacting program, so upload all your files in zip so everyone can enjoy your hard work.
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http://forum.shrapnelgames.com/showt...+nation&page=3

Currently working on:
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  #27  
Old August 12th, 2008, 09:34 AM

spirokeat spirokeat is offline
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Default

Quote:
Originally Posted by Alderanas View Post
Can you put it in a zip so i can download it plz.
Apologies for missing this when you posted it. I currently can't seem to edit my posts so will update to a ZIP as soon as I am able to. I have a few more tweaks in the offing anyway so will hopefully do that at the same time.
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  #28  
Old April 22nd, 2009, 08:21 PM

BandarLover BandarLover is offline
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Default Re: New Nation - The Shogun of the Dark

This may be a shot in the dark since the last post was over a year ago in this thread, but I got something to help with that maybe...

To the creator of this fun mod: Was it your intention to make the bandit leaders have magic abilities? I'm assuming no, since it makes them ridiculously more powerful than the high end mages and at quite a bargain to boot.

Now, if Spirokeat isn't around to answer and make the change, I tried myself looking in the DM to see if I could find what was wrong but couldn't. I'll copy/paste the code here for others to look at and see if it is something unintentionally coded or perhaps a conflict? Though if a conflict, why is everything else normal on the unit except for the magic abilities? I dunno, here is said code for Bandit Leader:

#newmonster 2011
#spr1 "./shogun/banditleader1.tga"
#spr2 "./shogun/banditleader2.tga"
#name "Bandit Leader"
#descr "Bandit leaders are lawless villains who live in the wilderness of Shinuyama
and are controlled and influenced by the would be Shoguns of the Dark.
Less well equiped than their counterparts in other clans they are
under strict orders to leave the dead as they fall for reasons
many do not wish to think about."
#ap 12
#mapmove 2
#hp 15
#prot 0
#size 2
#str 10
#enc 1
#att 11
#def 10
#prec 11
#mr 10
#mor 12
#eyes 2
#gcost 60
#rcost 5
#itemslots 15494
#okleader
#nametype 133
#armor "Chain Mail Cuirass"
#armor "Iron Cap"
#weapon "Chokuto longsword"
#end



I don't even see how this unit has magic, yet they do.
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  #29  
Old April 22nd, 2009, 09:09 PM

rdonj rdonj is offline
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Default Re: New Nation - The Shogun of the Dark

The problem is the monster number, there's been at least one patch since the mod was released and patches push back the numbers available for modding. Numbers for new monsters should START at 2200 now. So if you want to play the mod with proper stats on the units you will probably have to change quite a few numbers to get everything working as intended.
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  #30  
Old April 22nd, 2009, 10:40 PM

BandarLover BandarLover is offline
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Default Re: New Nation - The Shogun of the Dark

Thanks Rdonj, I'll try it. The odd thing is it's the ONLY unit in that mod that is funny like that. Thanks again
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