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  #1  
Old January 25th, 2005, 11:02 AM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Yet More Mod Questions

http://www.dom2minions.com/~minion/icons/
They are there individually and as a complete zip at the end of the list.

Those are only spr1 since no one has figured out how to mass-grab spr2. Its also abit out of date without some of the latest editions. For spr2 the difference is usually very minor so since you are editing changes anyway its usually easier just to edit the attack-move for spr2 also
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  #2  
Old January 25th, 2005, 12:50 PM
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Default Re: Yet More Mod Questions

Tinkthank, I think I know how you can get units with Summon Allies! In Dom:PPP, most pretenders that now get automatic units had "Summon ally". Those units still exist, they just aren't available in the pretender choosing screen. If you find few that summon units that are not used anymore, you can easily mod those two and add the former to your nation's recruitables (#reccom).

Atleast Moloch (120, devil), Father of the Serpents (Horned Serpent).
Many uniques also had this ability, atleast Arch Devils and all Elemental Royalties, but I believe all those have been replaced.
Also, you could replace unit(s) that are rarely used, like Draconians and Draconians Chiefs.

Replacing Ermor would give you many summoning spells, and unholy priests without unholy spells might be a possibility if they reanimate Ermorian undead. And you might just change some unit and everything that uses it, like Wolf, Call of the Wild, Howl, Werewolf and Wolfherds. Call of the Wild and/or Howl could either be changed, removed or made national spells, Werewolf and Wolfherd would be two units that can summon the unit that would replace Wolf.

I'm sorry I can't come up with anything else, it might help if I knew what you were doing...
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Old January 26th, 2005, 04:15 AM
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Default Re: Yet More Mod Questions

Hm, thanks very much!
I really dont want to mod too many units that can pop up in a game, and certainly none of the units which belong to other playable nations. Therefore I may und up sticking with modding TC, as odd as that will be.
(I had wanted to do a nation of nomadic horse-worshipping plain-dwellers loosely based on the Dakota Oglala religion and culture as told by Black Elk; I wanted to give them a Fort Defense Bonus of -.5 or more, since they should be bad at defending castles, and one of their mage-priests as well as their scout should be able to summon eagles (black hawks are fine); I also wanted them to have a "tracking" ability, but that is out of the question; I also wanted to give their holy warriors mistform, but that is a no-go; for flavor, I think I will end up making their four elemental mage-priests shapeshifters (eagle, bear, serpent, horse). Almost all units of the nation are stealthy (0 to +5), almost all are mounted, almost all use shortbows, almost all have high morale, and almost all have exceptionally poor armor -- so without some sort of extra flavor and very good mages, I think they will end up being a fairly boring nation which no-one will want to play except stealth-lovers, bless-n-priest-lovers and tree-huggers.)
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Old January 26th, 2005, 05:46 AM
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Default Re: Yet More Mod Questions

Maybe you should go for Pangaea. The sites aren't very fitting, but there are few very good reasons:

Pangaea is currently a stealth nation, and has good, fast, "mounted" sacred units.
Pangaean Heroine Harpy Queen auto-summons Harpies.
Pangaea has multiple special summon spells in its "Carrion Woods" theme. That theme also has lots of units no other nation can get, although I don't think Manikin/Mandragora constuction spells can net you them.

By changing Harpies yo your Eagles you can easily get what you want. If you want to keep heroes, you can replace Pan and Maenads, and make Harpy Queen summon slightly better harpies or something entirely else. If you don't care about heroes, you can make Pan the scout (would only work in turmoil though), Harpy Queen the mage-priest that summons eagles, and Maenads and Harpies to the Eagles that would be summoned.
You can either have Eagles replace Harpies in the recruit, or #clearrec and not add eagle/harpies.

You can use Valley of the Horse Brothers as one of their starting sites, and replace Horse Brother commander with one of their commanders. They could turn out elsewhere, but that site fits your nation and Glowing Hill (Van in Dom:PPP, Daoine Sidhe in DomII?) already does this for other nation's special unit.

Also, please check this post if you already haven't. It is Duncanish's idea about Indian nation: "I've been tinkering with a nation based roughly along the lines of various Native American nations. But, the fantasy twist, it's a nation of shapeshifters. Fans of the White Wolf book line, Werewolf: The Apocolypse will recognize all of these things, as it's drawn from their line. "
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Old January 26th, 2005, 02:40 PM
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Default Re: Yet More Mod Questions

Hey, thanks for all of the help.
I did check Duncanish's post -- I think we may want differing things.
I am making little or no progress. I DLed Gandalfs handy spr1s, but when I open them, save them as .tgas and use them as references in my mod, activate the mod, and load up my nation to test, the game crashes with a NGF: bad tga. I may be creative enough but just too stupid for this....
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Old January 26th, 2005, 08:37 PM
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Default Re: Yet More Mod Questions

Linux version is case sensitive. Make sure your tga's have the name you give them in the .dm file. I try to avoid capitals as a rule of thumb. Mods made in windows doesn't suffer from this problem so several mods we have recieved had to be modified to be playable (by me that is).
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  #7  
Old January 27th, 2005, 09:28 AM
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Default Re: Yet More Mod Questions

Thanks very much, but I am doing this in windows, and that doesnt seem to be the problem. Since I dont understand why this isnt working, I am just using Potatomans Ashikaga graphics to test my mod.

I obviously dont understand a lot -- but what seems particularly odd is that one of my new monsters, #2100, can be recruited, but it shows up as Chuddur Kadul, obviously somehow tied in with Atlantis/Ryleh. I dont understand why, so I changed the number to 2102 -- and it is still Chuddur Kadul, only that the graphics now takes some Marignon-looking fellow instead of the Ashikaga one it is supposed to refer to. No other mods are active.

Does everyone else run into tons of little problems when doing this or is it me and my stupidity and computer-unfriendliness?
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