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December 21st, 2004, 11:04 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Re: Black Moon Armies
Thanks Kristoffer - now it looks fine (maybe I just had a problem with my browser)
bye!
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December 21st, 2004, 12:10 PM
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Corporal
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Join Date: May 2004
Location: Münster, Germany
Posts: 78
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Re: Black Moon Armies
Sube, a few questions:
will rhere be some Negation troops once site modding is available?
IIRC, the Negation troops had some kind of etheralness, remember some sword puttig in them without effect, why haven't you give them some?
for the rest this mod is as great as the other.
__________________
Algebraic geometry seems to have acquired the reputation of being esoteric, exclusive, and very abstract, with adherents who are secretly plotting to take over all the rest of mathematics. In one respect this Last point is accurate. --David Mumford
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December 21st, 2004, 12:43 PM
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Corporal
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Join Date: Feb 2004
Location: netherlands
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Re: Black Moon Armies
That could be done, of course. But I do not remember ethereal troops in the books... mmmhhh maybe I should read them again, it has been a while since Last time I checked. By the way, can you make a troop ethereal, is that moddable? (probably - I should check again the modding manual, too!)
What I was planning to do, if/when site modding will be on, is to make the Grand Priest, Lord of Negation, Black Guards/Captain, and Moork Guards recruitable only in the capitol. Maybe Dark Priests too.
Having heroes could be cool as well.
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December 21st, 2004, 02:23 PM
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Corporal
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Join Date: May 2004
Location: Münster, Germany
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Re: Black Moon Armies
While, I make proposal, may I ask a few more things...
I remember to that the Black guard, whismerhill were flying on some sort of things, if you could make them, you wouldn't need Black guard, I have a feeling, that in a game play optic, some troops are redundant, mostly BG and MG.
It would be great to have some Heroes, but on the other side it may be fixed in the map that you have annouced at the end of the mod.
hum it would be cool if you could make some event that occurs in a given turn, but that is a matter for IW, I don't know if it is makeable, but it would be nice for scenario makers.
One Last point I haven't read all the books, (wasn't in france since a long time) but there was a draken kingdom to in the first three or four books, I think they would be realy nice to have to.
__________________
Algebraic geometry seems to have acquired the reputation of being esoteric, exclusive, and very abstract, with adherents who are secretly plotting to take over all the rest of mathematics. In one respect this Last point is accurate. --David Mumford
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December 21st, 2004, 02:33 PM
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General
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Join Date: Sep 2003
Location: United Kingdom
Posts: 3,603
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Re: Black Moon Armies
Quote:
sube said:
What I was planning to do, if/when site modding will be on, is to make the Grand Priest, Lord of Negation, Black Guards/Captain, and Moork Guards recruitable only in the capitol. Maybe Dark Priests too.
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You could have capitol-only troops at the moment, depending on the nation you have "hijacked", or if you are willing to cripple other themes. For example, if your nation uses Arcoscephale's slot, you could use the Akademia (two capitol-only units and no gem) for two of your own units, and make the new Akademia one of the starting sites of your nation.
If you are willing to make Golden Era unusuable in your mod, you could use their site even if your nation is modded over another (Golden Era isn't the most popular theme). There are quite a few other sites along the same lines, though most of them give gems as well.
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December 22nd, 2004, 05:19 PM
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First Lieutenant
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Join Date: Jun 2002
Location: France
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Re: Black Moon Armies
I was waiting for this one !
__________________
Ph'nglui mglw'nafh Cthulhu R'lyeh wagh'nagl fhtagn.
Ïa ! Ïa ! Cthulhu fhtagn ! Cthulhu fhtagn !
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December 23rd, 2004, 10:50 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Re: Black Moon Armies
Thanks guys - I'm glad you're interested in this mod!
I'm planning to add new races, but it takes time, mostly for the graphics
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December 23rd, 2004, 03:52 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
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Re: Black Moon Armies
Very nice mod... From a balance point of view, though, it would seem to me that
two of the nations are powerhouses comparable to standard Vanheim and Caelum, one
is about average, and one is kind of weak. None of this would matter even a
little bit if you made a 'by-the-book' map with pre-deployed armies and pre-set
alliances. Something else I would love to see is nation specific pretenders
and heroes.
A scenario that fine tunes the nations would be great. Now if I only had any
idea what the comic book is about...
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No good deed goes unpunished...
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December 23rd, 2004, 09:11 PM
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Major
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Join Date: Apr 2004
Location: La La Land (California, USA)
Posts: 1,244
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Re: Black Moon Armies
Hmm... I think I was incorrect in saying that the Black Moon nation is a
powerhouse. I think it is a bit more than that. Anyone wants to test
drive the mod? I am challenging any two fans of the light to take me on!
I am willing to play one on two on the Reemergance map. The Black Moon
will prevail!
(against two of the three other modded nations)
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December 30th, 2004, 06:17 PM
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First Lieutenant
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Join Date: Mar 2004
Location: Seattle
Posts: 771
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Re: Black Moon Armies
Quote:
Hmm... I think I was incorrect in saying that the Black Moon nation is a powerhouse.
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I find that the Menthats are great. They remove all thinking from troop selection. Just get a little screen of normal troops and then load up on these bad boys for early expansion fun.
They should probably be boosted a little in cost.
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