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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
Thanks: 62
Thanked 11 Times in 6 Posts
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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
Posts: 1,712
Thanks: 0
Thanked 3 Times in 2 Posts
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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
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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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.
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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 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
Thanks: 51
Thanked 67 Times in 27 Posts
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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.*
__________________
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
Posts: 2,741
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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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May 12th, 2007, 03:49 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: beta version.0.12
I have finished the Eriu Hero. Here is a screenshot of what he looks like in game. I used a Marverni druid as the base, recolored the robe and gave him a custom attack animation.
I will upload him along with the other graphic sometime today. You will need to change the monster number to whatever fits in with the mod, and look him over for imbalances.
EDIT: Forum is not accepting attachments again.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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May 12th, 2007, 10:56 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
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Re: nation number for eriu?
Does anyone know the nation number for eriu?
Manual has number 45 as reserved, but i tried that and it apparently is not correct.
Mod manual is silent on the nation number for the Eriu.
__________________
"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, 11:01 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: nation number for eriu?
It's number 69. I already have it in the mod file, you just need to copy-paste and change the unit number and look him over for imbalances.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
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