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May 10th, 2007, 08:59 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
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Thanked 28 Times in 17 Posts
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Re: beta version.10
Yeah, thanks for the catch llama. Too bad spell check does not catch these fantasy game names. sigh.
I likely will need to proof every single one of the race names for spelling before i go out of beta. thanks.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 10th, 2007, 09:31 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: beta version.11
Beta version 0.11
No new heroes.
1. corrects an embarrassing misspelled word(Vanheim)(thanks llamabeast)
2. Nerfs the prot and def of the Elephantarch a bit, he was too powerful on turn one(this was suggested privately by one of our lurkers who never posts)(and i agreed)(thanks for the feedback).
3. Minor changes to the Tithe Collector-he was given his inquisitor symbol back and a level 1 priestly ability(rather than none). His description changed accordingly from "never preaches" to "rarely preaches."
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 11th, 2007, 01:31 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: beta version.0.12
beta 0.12 adds the Ancient Master for Shin.
He has a devastating Quivering Palm attack, as well as "Whirling Fists" that break arrows in mid flight.
The updated list is now:
1. The Black Phoenix, Abysia
2. The Obsidian Medium, Agartha(added by Endoperez)
3. The Monkey King, Bandar Log(added by Endoperez)
4. The Blood-Cursed Champion, Mictlan
5. Beowulf, Man
6. The Blood Jarl, Jotunheim
7. The Fallen Angel, Pythium(Bandar Lover's idea)
8. The Immortal Assassin, Machaka
9. The Black Duke of Ulm, Ulm(Arralen's Black Steel Ulm Hero, modified a bit).
10. Black Heart Treant, Pangaea
11. The Sacred Yeti, Caelum
12. The Ancient Ophidian, Ctis
13. Grand Elephantarch, Arcosephale
14. Tithe Collector, Marignon
15. Betrayer of Ctis, Ermor
16. Mad Tinker, Vanheim
17. Ancient Master, Shin.
Enjoy! I will be adding one more hero in the near future, then doing a good bit of play testing while I await some heroes being done by others.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 12th, 2007, 09:56 AM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
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Re: beta version.0.12
Just found out that Bowulf of Man can summon Allies...and not bad ones ! Is this mod compatible with Conceptual 1.1 Mod ?
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May 12th, 2007, 01:11 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
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Re: beta version.0.12
I'm following this thread with interest. There is definitely enough background to create multiple starting heros. It would be cool to allow players to pick from a list of starting hero(s) or randomize it. The former could probably be achieved by a customized nation selection list I would think...
Also interested to see if you expand out to other eras after you finish the middle age.
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May 12th, 2007, 01:50 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: beta version.0.12
This mod will when it is tweaked for balance, be fully compatible with the CB mod.
In fact I have spoken to QM about it already. The only race my mod changes is Ulm. The Black Duke of Ulm is a Master Smith, and he has made the "full plate of Ulm" a bit lighter(goes from 5 enc to 3)and it also removes the def penalty. So any of Ulm's units that wear the full plate of ulm will have slightly less enc and more defense.
QM said he did not think that change alone will suddenly turn Ulm into a great mp race.
Everyone of the Epic Heroes that is a melee hero has some sort of summon ability, where he can raise troops. The most powerful of the raised troops are Ulms. Though Beowulf's are certainly not bad either. The Black Order Soldiers trained by the Black Duke are very tough. 20 of them and the Black Duke cleared Bogus and his band with few losses.
All of my Melee Epic Heroes will also have some sort of ranged attack, typically a bow, but the Shin. Ancient master has a more themed range attack. The Yeti of Caelum can hurl boulders etc.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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May 12th, 2007, 01:52 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
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Re: beta version.0.12
Okay, here's my writeup for T'ien Ch'i's Ascended Master. He's a celestial master and a master of the five elements at the same time, and he has +1 on all of his magic skills to boot. He may be a little overpowered, but he's not thuggable which most of these mighty heroes are.
For artwork, I suggest Amos' cool-looking blood elf druid (the one in a blue robe, it can be found in his blood elves mod.) He gave permission for people to borrow that artwork if they wish.
*In line code deleted because it was messing up the screen.*
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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 12th, 2007, 02:12 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: beta version.0.12
The kind Dr. is one who graciously agreed to add his good name to the Epic Hero Mod, and he is one of the ones I was waiting on(no rush though guys).
In fact, I have redone Ermor's hero, since worthy heroes already had a sauromancer hero.
I have also "nerfed" a few more heroes.
1. The blood jarl no longer gets a dominion summon of frost fiends.
He does still get his ice imps and 1 blood slave a turn.
2. The fallen Angel's natural protection was lowered from 7 to 0.
So to be any type of thug, the angel will need some type of armor, and pythium does not have earth gems.
So I do not see the fallen angel being a tough thug too early in the game.
3. The elephantarch natural prot was lowered a good bit, but he was given starting armor(elephant barding).
He would have been too tough with a starting prot of 14 once he got armor on him to boot.
Most of the heroes ranged attacks are coded so they will not disappear when you give them weapons.
Attacks like Thunder Kick, Quivering Palm, and Whirling Fists are also coded and will always be an attack the hero will have, regardless of items that he is given.
The mod is still in beta. And it is still being tested for balance. Feedback is needed and appreciated.
At this time, there are no plans to expand the Epic Heroes to allow a choice.
That idea is cool, but I want to focus on tweaking the existing heroes a good bit before expanding to other ages or adding options.
Kristopher said he loves heroes.
Maybe after this mod gets out of beta and if he thinks it is a good concept, he can tinker with it as Velusion suggested.
I am extremely limited in adding unique heroes by my total lack of graphical ability.
That I have made it this far is only because of the generous nature of Foodstamp and Endoperez who have done artwork.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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