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February 11th, 2007, 12:36 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Moby Pretender
A progress update for the Haida Gwaii mod.
-All graphics have been changed to existing ingame graphics except for the Crest Pole Pretender, the nation flag and banner. This is to make it easier to incorporate Haida Gwaii into games with other modules without busting the 220 graphic cap.
-A new summon has been added to the Conjuration line for Haida Gwaii. It is called "Great Feast of the Forest"
-Haida Gwaii has access to the "Monster Toad" summon and the "Contact Couatl" summon. The latter would require a pretender geared towards casting the spell, an independent mage, or astral empowerment on a national mage.
-Coyote is sacred once again. Gold cost has been decreased on coyote as well.
-100% random a/w/n added to the "Voice of the Killer Whales" and the "Eagle Talon".
-Research bonus increased on "The Voice of the Killer Whales".
-Kachina has become more of an air spirit, complete with a lightning attack and etherealness. Kachina can now use the "Summon Allies" command to summon 1 thunderbird a turn.
-Thunderbirds received lightning attack
-Frenzied Moksgmol has been merged with the standard Moksgmol creating a more formidable sacred unit recruitable only at capital.
-Spell "Summon Frenzied Moksgmol" has been removed.
-Haida Gwaii commanders can wear shoes!
-Pretender "Crest Pole" path cost lowered to 40.
-Regular unit costs lowered.
-Mage costs increased.
-Non mage commander costs decreased.
-Toad Tribe Warrior added as a regular amphibious unit. (Similar stats to the indy version, with a Haida specific description)
-Toad Tribe Shaman added as a low level amphibious mage/ priest. (Similar to the indy version, but with 1 holy and updated description to fit Haida Gwaii theme).
-National Heroes updated to be a bit more interesting.
-Haida Gwaii can now choose from a wider variety of existing pretenders including the Colossal Head, The Lord of Rebirth, The Dagon, and the Lady of Springs, amongst others.
-Starting magic site changed to produce 2 air, 2 water and 2 nature gems.
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Left to do before next beta release...
-Add another recruitable unit or two.
-One more commander
-Aquatic summon.
-Testing of the Frenzied Moksgmol against heavy hitters of common EA bless strategy nations.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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February 11th, 2007, 10:35 AM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: Moby Pretender
Sounds like this is coming along very nicely.
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February 11th, 2007, 01:25 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: Moby Pretender
Foodstamp - the best bet, I think, would be to have a "suggested" in-game sprite associated with each unit, and then commented out (i.e. replace the # at the begining with a -).
That way, people can pick and choose which custom graphics to enable. It should be possible for each player to have custom graphics for *their* nation, if I handle the commenting properly, with a simple find-and-replace on the local version of the mod.
Of course, doing MP games with mods is a fair amount of logistical work anyway, so it may not be possible to get people to open their version of the mod locally and swap graphics on and off.
The pixel art you've done so far looks quite nice and I certainly don't want you not to use it just to save me coding hassle.
__________________
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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February 17th, 2007, 01:33 AM
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Sergeant
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Join Date: Jan 2007
Posts: 386
Thanks: 24
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Re: Moby Pretender
Foodstamp- this mod sounds amazing and now I wish I had been around the forums to sign up for your beta. I eagerly await the time when you finish so I can download this.
I'm equally impressed by the amount of research into this subject not only by you but by the other posters as well. This sounds like a real labor of love and judging by the few pics in this thread it looks very fun to play.
Damn, I I can't wait for you to release this thing already! 
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March 13th, 2007, 11:26 PM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
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Re: Moby Pretender
Update!
-King of the Forest summon added
-Frenzy of the Deep aquatic summon added
-A few stat adjustments on existing commanders
-Descriptions checked and revised.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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March 14th, 2007, 12:24 AM
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Sergeant
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Join Date: Jan 2007
Posts: 386
Thanks: 24
Thanked 5 Times in 5 Posts
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Re: Moby Pretender
But still no release? Awwwwwwww.... 
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March 14th, 2007, 03:05 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Moby Pretender
Poor, poor Bandarlover -shakes head sadly-
You'll get a vaetiihiem/Avernum update in the next couple of days though. Something to tide you over until this gets released. I'm looking forward to this one myself.
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