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October 17th, 2006, 09:20 AM
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Captain
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Join Date: Feb 2005
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Re: Haida Gwaii Mod
Be careful with black. I would change all 0/0/0-10/10/10 colors to at least one 11 if you dont want the game to see them as pure black. I only just noticed it.
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October 17th, 2006, 10:11 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Haida Gwaii Mod
Yes apparently pure black, pure white, and pure magenta should only be used on purpose since the game has special recognitions of those colors.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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October 17th, 2006, 12:11 PM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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Re: Haida Gwaii Mod
What I meant was, the game recognizes as pure black not just pure black.
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November 13th, 2006, 04:06 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Haida Gwaii Mod
Is work on this mod still ongoing? I'd like to include it in my first "Seven Nation Army" multiple-unit expansion, if that is possible.
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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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November 14th, 2006, 06:30 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Haida Gwaii Mod
Aye, work is still going on the mod, but I will not be able to wrap it up until next week.
It is fully playable at the moment, a few final minor things need to be done before I release it.
You are welcome to include it in your expansion when it is finished.
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November 23rd, 2006, 07:24 AM
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General
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Join Date: Oct 2006
Posts: 3,445
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Thanked 79 Times in 51 Posts
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Re: Haida Gwaii Mod
I just want to say that this is a really good idea for a nation, and I'm glad to see it's being handled well. I live in America, and America tends to be viewed as not too spiritual of an environment, even by Neil Gaiman, one of my favorite authors, atleast as far as myths and gods and
"old world" beliefs and superstitions go, but that's very much a miscomprehension. Like everywhere else, North and South America are saturated with myths and legends, heroes, gods, and monsters, and real people, right now today, are in touch with that. It's something that's important to me, and it's something that's often enough been mistreated and damaged, here, in Europe, in Asia, Africa, Australia. That connection is fragile and I like to see it respected, because I hold the belief-and I don't care what religion you belong to or don't belong to, whether you believe in something or don't believe in something or aren't sure-that the connection between us and the unknowable is what keeps us human.
Keep up the good work!
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You've sailed off the edge of the map--here there be badgers!
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November 24th, 2006, 01:52 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Re: Haida Gwaii Mod
HoneyBadger,
I hope I do the nation justice. I studied the native peoples of the northwest in my Religions of the World and Cultural Anthropology classes. Using that information and every bit of detail I could scrounge up on the internet, including even hard to find tidbits of language, I delved into doing this nation.
My main goal is to create a fantasy nation that does not contradict their beliefs. With a focus on nature, air and water magics, I hope to balance this nation out with a +1 cold scale and the penalty of extra resource cost for units (To symbolize the heavy reciprocity from the potlatch.)
All the grunt work is done at the moment. I have been testing it heavily in Single Player as an AI alot of times, and the nation seems to do about average/below average.
I was planning on releasing it super soon, as in this week, but I have decided to wait until the next patch because there is talk that true national summons will be introduced. If that is the case, that gives me some elbow room to introduce a few spells I wanted to add, and I should be able to have the nation functioning atleast on an average win/loss versus other AIs.
Thanks again for the comments !
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November 24th, 2006, 02:02 AM
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Major General
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Join Date: Oct 2006
Location: Tennessee USA
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Thanked 106 Times in 71 Posts
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Re: Haida Gwaii Mod
Here is a picture of the second nation specific pretender for Haida Gwaii.
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Overpowered? It is based on the Monolith, but has 3 paths of magic. You can make a triple bless pretender out of it if you take abyssmal scales and imprision it with Dominion of 4.
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November 24th, 2006, 05:37 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Thanked 153 Times in 101 Posts
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Re: Haida Gwaii Mod
It's a suberb researcher-pretender, and probably too cheap at 10 points. It should have some other tag (#immobile, #inanimate) to remove the fist attack.
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November 24th, 2006, 08:23 AM
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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: Haida Gwaii Mod
Endo,
good catch on the fist attack, i had not even noticed it. I will fix that bug and maybe try a higher price. Any opinion on what would be an appropriate point cost? I am thinking it should not be too much higher because it is pretty comparable to the monolith except for the extra path.
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