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January 31st, 2004, 12:19 PM
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Major General
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Re: Ashikaga Shogunate mod v1.01
Potatoman,
I have created, using GIMP, a .tga "flag" icon with an authentic japanese clan mon, in the same color of the mod's normal banner, but using one of Unwise's white kite shields as the background. Wasn't quite as hard as I originally thought it'd be. The mon image could probably use a bit of touch-up work by someone who's better with paint programs than I, but it's serviceable for now. Please let me know if you'd like me to send it to you. I can also send you my modified Version of the mod's .dm file, if you'd like to see the changes I've been playing with in my game. (I'm on turn 33 now, having wiped out Ulm a couple of turns ago after a series of bloody battles.) The file also includes numerous typo edits and such.
The great thing about the Dom 2 mod system is that you can apply a change to a mod like this and have it take effect without having to start a new game. All you need to do is exit the game and reload.
Cheers!
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February 1st, 2004, 02:57 AM
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Re: Ashikaga Shogunate mod v1.01
Medieval Armor Sizes
This page shows several suits of European armor from the middle ages, average height is 6' solid:
http://www.artlex.com/ArtLex/a/armsarmor.html
This page shows several suits of Japanese armor. All the armor from before 1920 is below 5'6" in height. The armor from 1940 and since grows larger in size. The one complete set from the middle ages is 4'8".
http://www.jcollector.com/directory/...ord:Armor.html
My earlier remark about height was not meant to be a part of the fighter pilot thread. I know very little about zeros and the pilots who flew them. I do know something about Japanese literature, and I can say that the short stories and novels published during and early after WWII all spoke of the Americans as Giants.
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--Uh-Nu-Buh, Fire/Death
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January 31st, 2004, 09:57 PM
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Lieutenant Colonel
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Re: Ashikaga Shogunate mod v1.01
Quote:
Originally posted by Kristoffer O:
quote: Originally posted by Pocus:
they are sacred but are not priests, so no need to increase by the whole 50%, in my opinion. IF you reduce their resistance to 50%, something around +70 gp for the master, and +40 gp for the apprentice would seem right, but here too we will need some time to get the right feeling about them. I suspect the high accuracy is a tremendous advantage, combined with their quickness from spell and holy quickness (dunno if it stacks in fact). They can transform themselves into sharpshooters on steroids
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Some days ago I expanded the modding guidelines . Mage costs and resources will be added. haha, at least the proof that Caelum High Seraph are largelly underpriced. They should cost at least 250 gp, and add to this flying and frost immune. 
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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January 31st, 2004, 11:22 PM
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Re: Ashikaga Shogunate mod v1.01
Quote:
Originally posted by Pocus:
IF you reduce their resistance to 50%
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BTW, I just noticed in the modding doc that in 2.06, regardless of the resist % that you set, it will give you 100%. So we must wait for patch 2.07+ before the ashikaga mages can have only 50% resist. Until then I suppose people will try to abuse them. 
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January 31st, 2004, 11:49 PM
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Re: Ashikaga Shogunate mod v1.01
Arryn is correct, modding resistances under 100% is not possible in 2.06. I commented a few pages ago that the nobody would be totally immune to fire or cold when it was possible to do that. Resistances of all the Monks will be about 50-75% for the next Version.
I'm slightly incredulous about the steep cost increase for sacred units, especially when standard Dominions nations give sacred status on to otherwise decent units for practicaly no cost increase- just look at High seraph, any Theurg, or Masters of The Way. Both Mahotsukai Master and Adept have lost their sacred status, and their costs have been reduced.
Arryn: awesome. Sure, send them to my e-mail at popkon_thepotatoman@yahoo.com, and I'll take a look. If the flag is nice it'll be included as an option in the next Version.
The fastest way to test changes in a mod is to set up two games, one with the mod and one without. Loading the unmodded game, exiting to the main menu, then resuming the mod game forces Dominions 2 to re-load all the mod information from the source files.
Work continues on the mod. At the moment, National heroes and summons are under construction. Unfortunately, heroes cannot be renamed and their magic skills cannot be cleared (though the other skills can, in fact, be wiped by creating a new monster using their #.) Anyone found a way around this?
[ January 31, 2004, 22:00: Message edited by: Potatoman ]
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February 1st, 2004, 12:02 AM
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General
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Re: Ashikaga Shogunate mod v1.01
Quote:
Originally posted by Pocus:
haha, at least the proof that Caelum High Seraph are largelly underpriced. They should cost at least 250 gp, and add to this flying and frost immune.
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If you're going to double the cost of High seraphs then you had better also make the Caelum military useful beyond attacking light infantry and militia independents.
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February 1st, 2004, 11:09 AM
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Lieutenant Colonel
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Re: Ashikaga Shogunate mod v1.01
hehe, you never saw a group of Temple Guards in icy weather? They mow down nearly any other mundane unit, and I dont even speak of their magic weapon, rather handy against etheralness...
Caelum units are fine, because they have to be a compensation for flying, which is a very big pain in the rear for any nation fighting them. It gives them the most valuable ability of 'forking' several objectives, that is the capability of having many targets of interest in range, thus hardening considerably the task of the defencer.
In a previous pbem I fought a Caelian player during 40 turns, and it was not a pleasure, all your provinces are in range of any of his armies!
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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