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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old February 11th, 2007, 08:45 AM

Aeshi Aeshi is offline
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Default Re: Mod: Mytheology Pretenders (update v1.4)

Oh all right then
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  #2  
Old February 11th, 2007, 10:22 AM

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Default Re: Mod: Mytheology Pretenders (update v1.4)

I think the reaper would make a nice addition to all 3 ermors.
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  #3  
Old February 11th, 2007, 02:53 PM
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Default Re: Mod: Mytheology Pretenders (update v1.4)

I'm not sure it's possible to add a single pretender to more than one nation, without creating mulitple Pretender "clones'. I guess that wouldn't be so hard either, would it?
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Old February 15th, 2007, 04:47 PM
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Default Re: Mod: Mytheology Pretenders (update v1.4)

Version 1.5 now posted.

- Fixed Teratos Rex size, should trample with the best of them now.
- Reduced movement of grim reaper by 1 (seemed excessive).
- Added new "Monkey King" pretender to Kailasa, Bandar Log and Patala ages based upon Chinese/Malaysian "Sun Wukong" fable.
- Added Grim Reaper to all ages of Ermor.

Considering making a "Kong" SC pretender for Kailasa.
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File Type: zip 496587-mytheology.zip (161.1 KB, 131 views)
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  #5  
Old February 16th, 2007, 01:27 PM

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Default Re: Mod: Mytheology Pretenders (update v1.4)

Small Suggestion:The Teratos Rex looks a bit silly with his current colours (A purple dinosaur?!) could you make him green?He'd look a lot better in my opinion
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  #6  
Old February 16th, 2007, 11:30 PM
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Default Re: Mod: Mytheology Pretenders (update v1.4)

That's probably reasonable. I wasn't really going for a Barney effect.
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Old February 16th, 2007, 11:49 PM

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Default Re: Mod: Mytheology Pretenders (update v1.4)

[singing purple thunder lizard] I stomp you, you curse me, we are one big family -stomp stomp bite- [/singing purple thunder lizard]
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Old April 16th, 2007, 11:17 PM

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Default Re: Mod: Mytheology Pretenders (update v1.4)

Although I haven't tested this, looking at the TGA files in the most recent update many of them don't have magneta shadows and aren't on black background. Do they actually show up properly in dom3? I would have thought that a white background would make them look like walking 2d paintings.
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Old April 17th, 2007, 06:18 PM
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Default Re: Mod: Mytheology Pretenders (update v1.4)

well, as long as the sprites have been properly alpha masked, the only difference the background would make is what the foreground edges were antialiased against (and even then, not so much depending on how the masking was done). I like to use grey as a neutral background so that it gives minimal artifacts against either white or black or color terrain backgrounds, but I guess it's up to the players to let me know if my theory worked.

As to the shadows... I purposely left out the ground shadows on a couple of units, but I might have just missed some by error I guess. My default method for the shadows is to not have any foreground color for them, but just a 50% alpha mask where the shadow is supposed to be, so that whatever the terrain background is gets partially darkened. Again, that was my theory, it seemed to work out in the few tests I specifically looked for it. Let me know if not though.
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Old June 30th, 2007, 02:20 PM
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Default Re: Mod: Mytheology (update v2.0)

OK, I've uploaded major update to my Mytheology mod. Changed the version # to 2.0, because the latest version includes a whole bunch of new spells and a bunch more new gods. The game notes / description are all up on the beginning of this thread, as well as the file for download.
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