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January 31st, 2004, 11:49 PM
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Sergeant
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Join Date: Sep 2003
Location: The Urban Wilderness
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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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Join Date: Nov 2000
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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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Join Date: Apr 2003
Location: Nuts-Land, counting them.
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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!
__________________
Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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February 1st, 2004, 11:34 AM
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General
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Join Date: Aug 2003
Location: Sweden
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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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Haha! They are supposed to be 
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February 1st, 2004, 12:34 PM
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Sergeant
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Join Date: Dec 2003
Location: Würzbueg, Germany
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Re: Ashikaga Shogunate mod v1.01
If it comes to heroes, I would like to see Lone Wulf - Assassin with son from that old B-movie Shogun Assassin  . Make him an Assassin, give him multiple attacks (for the the boy in his cart), give him very high attack and defense values but low protection.
Anyways, your mod is great. Keep it up!
[ February 01, 2004, 10:34: Message edited by: PrinzMegaherz ]
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February 6th, 2004, 09:16 PM
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Lieutenant General
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Re: Ashikaga Shogunate mod v1.01
Any news about this mod? New updates or something?
It's great mod btw. 
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February 6th, 2004, 09:48 PM
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Sergeant
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Join Date: Sep 2003
Location: The Urban Wilderness
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Re: Ashikaga Shogunate mod v1.01
Thanks, Daynarr. Actually, v2.0 of the mod is as done as I can make it right now without improved modding tools, so I'm really just waiting for the next patch to release Version 2.
So far Version 2 allows 21 units total (7 more than v1.02) including national heroes, a national summoning tech tree of Tengu & Oni, and some extra balancing on existing units (much of it was suggested in this thread).
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