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May 25th, 2007, 07:22 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
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Re: Worthy Heroes Mod(Version 1.7!Now with less he
This was originally Frank's idea, by and by.
Unfortunately, I don't think you can make him mute.
#name "Cannibal Mime"
#descr "With the rise of the Goetia, the arts and culture of Marignon have descended into a horrible state of decay. This humble street performer, driven mad by poverty and hunger, began to silently feast on other artists when they succumbed to plague or ennui. His undead state has given his performances a fevered intensity, and now he is much favored by the decadent aristocracy. Not only does he continue his cannibalistic practices, he inspires others to join him."
#copystats "Ghoul"
#hp 12
#att 12
#def 12
#holy
#magicskill 1 1
#magicskill 5 1
#magicskill 7 1
#magicskill 8 2
#fear 0
#stealthy 5
#end
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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May 28th, 2007, 04:35 AM
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Sergeant
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Join Date: Apr 2004
Location: Forlì, Italy
Posts: 322
Thanks: 15
Thanked 0 Times in 0 Posts
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Re: Worthy Heroes Mod(Version 1.7!Now with less he
A thing I never fully understood in Dominions:
I started a mp gamere with Worthy Heroes Mod 1.6. If we all upgrade to wem1.7, will the already started game be upgraded with the new mod?
Thanks
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May 28th, 2007, 04:46 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Worthy Heroes Mod(Version 1.7!Now with less he
No, it won't upgrade. You need to keep the old version of the mod in the mods folder so that it will be loaded.
The other option is for all of you to overwrite the contents of 1.6 with the contents of 1.7 EXCEPT the version number. That will change the already started game, since mods can be altered at will and the changes are instantaneous after restarting Dom3.
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June 9th, 2007, 03:38 AM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,355
Thanks: 0
Thanked 5 Times in 4 Posts
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Re: Worthy Heroes Mod(Version 1.7!Now with less he
A suggestion for MA Agartha...
Give them a hero based off of the LA Ktonian Necromancer. Think of him as a forerunner of the times to come. If I remember correctly, that Skull Staff only needs two death to build. With just one Ktonian Necromancer, I could bootstrap and TwiceBorn all my Oracles of the Ancients. There's quite a few advantages to that, though there are of course some tradeoffs. And I'm also that much closer to that battlefield spell that causes darkness. An invaluable combination. Also makes Revenants accessible. MA does have a little necromantic flavor going on, but its more about the golems, so I'd make this character singular, maybe a bit more magically powerful.
Or, how about a Petrified Olm? This is an Olm that didn't survive long enough to become intelligent, but it certainly did become big before it died and turned to stone. Animated by the Golem Crafters of the Cult, it has lost any magic talents it once possessed. Especially fierce in combat, it is remarkably resilient, gaining greatly from the dominion bonus. Newly reanimated, it has trouble hitting things, but with time the Crafters become more adept at controlling it. Due to its great size, it hits with the force of a small mountain.
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