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  #1  
Old January 8th, 2005, 09:54 AM
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Boron Boron is offline
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Default Re: Working on a new mod

Quote:
Thilock_Dominus said:

#newweapon 801
#name "Ritual Sword"
#dmg 6
#att 1
#def 2
#len 2
#magic
#armorpiercing
#sound 8
#end

#newweapon 802
#name "Thorned Claw"
#dmg 12
#att 0
#def 2
#len 4
#magic
#armorpiercing
#flail
#sound 11
#end

#newweapon 804
#name "Bow of Loren"
#dmg 14
#att 0
#def 0
#range 45
#nratt 3
#ammo 25
#nostr
#magic
#armorpiercing
#sound 29
#flyspr 109 1
#end


#newmonster 2004
#name "Wardancer"
#ap 15
#mapmove 2
#hp 12
#prot 0
#size 2
#str 12
#enc 1
#att 14
#def 20
#prec 12
#mr 14
#mor 14
#gcost 35
#rcost 7
#weapon 801
#weapon 801
#armor 250
#ambidextrous 3
#beserk 3
#fear 0
#forestsurvival
#heal
#holy
#noitem
#stealty 10
#okleader
#nomagicleader
#noundeadleader
#end


Your weapons look extremely scary .
As example the wardancer . Att 14 , becomes 15 with the sword , 18 with berserk , holy gives you the option to do f9/10 bless , so +4/5 attack again . Same if you do a naturebless , that may even be better .

So really good attack skill .
If i take N10 bless i get +5 berserk , so +8 berserk .

My weapondamage is then 12+8+6+2d6oe , all AP .
With the high attack rating these wardancers will be a really serious danger to any thugs like banelords and have good chances to take out bigger SCs as well .
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  #2  
Old January 8th, 2005, 10:12 AM
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Thilock_Dominus Thilock_Dominus is offline
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Default Re: Working on a new mod

I know, it's still on the drawing board and havn't been tested yet. Alot of these units still needs adjustments and tweaking. The units scale is from a brainstorming and I've been writtening it down so I can see how the react when putting in play, so don't worry
It was my intentsion to drop beserk on the wardancers as it don't fit into the "way" a wardancer is. I just didn't removed the commands yet.
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  #3  
Old January 8th, 2005, 11:27 AM
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Default Re: Working on a new mod

Yet another question ... Shouldn't there show an icon when an unit have animalawe?
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  #4  
Old January 8th, 2005, 11:35 AM
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Default Re: Working on a new mod

I have never seen icon for animal awe, and remember wondering about the same thing. It seems there isn't.
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Old January 9th, 2005, 07:37 AM

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Default Re: Working on a new mod

Thilock you still got those Muspelheim banners, which you sent me about half a year ago? Now that I see you working on a new mod, I think that I should finally finish the Muspelheim mod.

(EDIT: Ups, just noticed that those banners were still safe. Nevermind then.)

Anyway, good luck on making the new elven forest mod.. elves sure rule!
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  #6  
Old January 9th, 2005, 10:50 AM
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Default Re: Working on a new mod

Just skimmed that MOD quickly. You seem to have one instance of "stealty", some truly terrifying armor-piercing weapons and wardancers, and warpaint as armor, when it should probably be natural protection. If said warpaint isn't compatible with proper armor, you could always remove the wardancer champions' chest slots.
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  #7  
Old January 9th, 2005, 11:08 AM
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Default Re: Working on a new mod

That was my Idea (and was incorporated into the script) that due to ritual and spiritual believes the Wardancers and the wardancer champ can't/won't get equiped in the chest slot or weapon slot as it is part of their ritual dancing.

The treants only have two misc slots and can only be recruited at the starting location.

Same goes for the Dryads.

I'll soon post an updated Version of the units.
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Old January 9th, 2005, 03:41 PM
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Default Re: Working on a new mod

Awesome work, by the way. Not at all sure it's balanced*, but it's definitely commendable. Any idea when you might start making sprites?

* Busy, busy day. The moment I get a minute alone with the thoughts in my head, I'll be sure to mull this over.
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Old January 10th, 2005, 05:57 PM
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Default Re: Working on a new mod

First two screenshots

1515x1076
Main Page with the mod enable

Elven Archers
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