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December 29th, 2009, 10:56 PM
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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: Sombre's Mods
I was looking at that graphic and I suddenly thought to myself 'damn that looks really close to a keeper of secrets'.
So I tried to turn it into a keeper of secrets with a time limit of 5 minutes. I ran over that to 10 minutes and still ended up with a very rough looking keeper of secrets, but it was fun to try and work fast, just doing basic shapes. Maybe someone can use it as a base if they can be arsed to improve it.
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December 31st, 2009, 10:05 AM
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Second Lieutenant
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Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
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Re: Sombre's Mods
[cheesy announcer]
New Skaven (tm), now with More Sass!
[/cheesy announcer]
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January 5th, 2010, 10:40 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Sombre's Mods
I have been thinking about Warhammer Empire today. My priority should be getting a playable version ready so I can get you all to help testing the balance of the odd magic system they'll use. To that end I'll bash out the college wizard sprites (and not do properly different graphics for the Lords) and bits that are missing from the basic recruit lineup and release a beta. Should be done by end of january?
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January 5th, 2010, 11:55 AM
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Corporal
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Join Date: Jan 2009
Location: Modena, Italy
Posts: 192
Thanks: 27
Thanked 21 Times in 10 Posts
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Re: Sombre's Mods
Quote:
Originally Posted by Sombre
I have been thinking about Warhammer Empire today. My priority should be getting a playable version ready so I can get you all to help testing the balance of the odd magic system they'll use. To that end I'll bash out the college wizard sprites (and not do properly different graphics for the Lords) and bits that are missing from the basic recruit lineup and release a beta. Should be done by end of january?
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Sounds great! Can't wait to spread the holy faith of Sigmar with some good old-fashioned witch-hunting!
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January 24th, 2010, 01:42 PM
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BANNED USER
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Join Date: Jan 2009
Location: a small farm
Posts: 340
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Thanked 103 Times in 42 Posts
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Re: Sombre's Mods
Maybe not a good thing but here is Sombre World, an all age mega mod set in Middle Age with all of Sombre's [released] mods rolled into it. If it broken somehow let me know so I can fix it and make my mod rolling script better. This is probably not compatible with many other mods except CBM.
Contains:
Mod Nations: 8
Monsters: 287
Magic Sites: 21
Weapons: 104
Armor: 20
Spells: 92
TGAs: 523
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January 24th, 2010, 02:26 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: Sombre's Mods
Interesting! Thanks pyg.
Does it also contain cbm then?
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January 24th, 2010, 02:36 PM
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BANNED USER
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Join Date: Jan 2009
Location: a small farm
Posts: 340
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Re: Sombre's Mods
No, it does not contain CBM but it should be compatible with it. I'm working on DMG again. Here is the python that rolls this mod.
Code:
from DMG import D3M
mod = D3M(era=2,
modname="DMG Sombre World",
icon = "./sombreworld/dmg_sw.tga",
packtgas = True,
tgadir = "./sombreworld/")
mod.add_all_nations()
mod.add_dm(open("Warhammer Skaven.dm", "rb").read())
mod.add_dm(open("Tharoon.dm", "rb").read())
mod.add_dm(open("Arga Dis.dm", "rb").read())
mod.add_dm(open("Warhammer Ogre Kingdoms.dm", "rb").read())
mod.add_dm(open("Warhammer Lizardmen.dm", "rb").read())
mod.add_dm(open("Jomon broken.dm", "rb").read())
mod.add_dm(open("Ulm Reborn.dm", "rb").read())
mod.add_dm(open("Avernum.dm", "rb").read())
print mod
Last edited by pyg; January 24th, 2010 at 02:45 PM..
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March 31st, 2010, 05:50 PM
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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: Sombre's Mods
Ogres updated to 0.9
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