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July 28th, 2004, 11:51 PM
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Corporal
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Join Date: Nov 2003
Location: Denmark
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Re: Just Sharing my new mod - Umbarthium
Would it be possible to give them three hands and give the fourth a standard shield? Not optimal, but a believable workaround.
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EU2 1.08beta, HOI 1.06/CORE 0.81, Vicky 1.03 (and Beta), Dominions II 2.11
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July 29th, 2004, 12:20 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: Just Sharing my new mod - Umbarthium
Quote:
Originally posted by Agrajag:
(the "..." means the quote was trimmed for the important bits)
Is the Gifted unit (not the commander) really stronger than the commander?
Is that because the armor does not make up for the price and leadership disatvantages?
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you misunderstood that
i wrote it in a bad way
the gifted unit is already way to strong .
the gifted commander itself is even stronger because you can equip him .
the problem with both is : you should lower the price to 70 gold for the gifted unit , but take away the +10 attack bonus on the weapon .
lowering that to +3-5 would be ok and decrease damage to 10 ap weapon damage .
perhaps even that is too strong because they have 4 weapons and are blessable .
you should remove armor negating from every special weapon you have made like the gifted sword . ( i think this is the only one but don't know about special heros if you made any ) .
no unit in dominions has natural armor negating weapons afaik .
you only can get armor negating by forging an weapons on leaders .
these an weapons are suboptimal either in attack+def boni or weapon lenghts though to keep the balance with other forgeable items .
furthermore you should decrease gemincome from starting sites . 5 n 5 d is far to much .
expect pyhtium and mictlan almost every nation that does consist of mortals and not undead has only 5 starting gem income .
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July 29th, 2004, 08:39 AM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
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Re: Just Sharing my new mod - Umbarthium
Ok, Im done with 1.01.
This fixes the "Gifted"
The swords now have 10 armor piercing damage and only a bonus of 4 to attack.
Gifted commnaders now cost 135 gold and 78 resources.
Gifted now cost 75 gold and 18 resources.
Added a mod description.
Tweaked the items for more misc. item slots to compensate for the lack of four equipable hands.
EDIT: forgot to mention they now get 2 earth and 2 nature gems each turn.
EDIT II: and forgot to mention I nerfed the slingers as well, their slings now deal 4 damage and have a range of 25 (which is still quite powerful)
Ive overwritten the .zip on my webhost with the 1.01 Version, to download, just click the old link or the one in my signature.
currently I plan only on 1.02 which will give the umbarthians their own national heroes (and probably 1.03 because they'll be over or underpowered)
[ July 29, 2004, 08:18: Message edited by: Agrajag ]
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I'm in the IDF. (So any new reply by me is a very rare event.)
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July 29th, 2004, 11:36 AM
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Lieutenant Colonel
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Re: Just Sharing my new mod - Umbarthium
ehm, I downloaded your mod --- but which nation does yours replace?
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July 29th, 2004, 12:33 PM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
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Re: Just Sharing my new mod - Umbarthium
Quote:
Originally posted by tinkthank:
ehm, I downloaded your mod --- but which nation does yours replace?
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The In-game description clearly states "Ulm" and so does actual gameplay (AKA Ulm).
Did you remember to unzip the .zip file into the "mods" directory in the dominions 2 directory?
Did you remember to enable it?
And start a new game when it is enabled and choosing the Umbarthium nation? (which will stand there instead of Ulm)
[ July 29, 2004, 11:38: Message edited by: Agrajag ]
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I'm in the IDF. (So any new reply by me is a very rare event.)
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July 30th, 2004, 01:28 AM
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Private
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Join Date: Jul 2004
Location: Ipswich, UK
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Re: Just Sharing my new mod - Umbarthium
Quote:
Originally posted by Agrajag:
AND I really would like giving all Umbarthians 4 hand slots, but as far as the docs go, that isnt possible, I could give them three hands, but how does that make more sense?
Eventually I used the simple equipment slots available to most humans because that made the most sense of the available options.
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Have you tried adding different numbers? I've only just had a look at the modding docs, and may be way off here, but here goes.
All the item slot value numbers are obviously binary based, and the arm values are 0-255. A lot of that isn't specified though in the docs, but I reckon it'd be possible to play with. Currently, these are the numbers for arms specified in docs:
0 arms = 1 = 10000000
1 arm = 2 = 01000000
2 arms = 6 = 01100000
3 arms = 14 = 01110000
So, I was thinking perhaps:
4 arms = 30 = 01111000
5 arms = 62 = 01111100
6 arms = 126 = 01111110
7 arms = 254 = 01111111
Anyway, I haven't done any modding myself, and this is only a guess as to how it works, it just looks like it should work this way. Thus to get 4 arms, you add 30, instead of the 14 for three, or 6 for two arms. Anyway, you could give it a try, don't blame me it it doesn't work though 
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July 30th, 2004, 01:29 AM
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Private
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Re: Just Sharing my new mod - Umbarthium
sorry, double post.
[ July 29, 2004, 12:30: Message edited by: Smauler ]
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