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  #71  
Old April 25th, 2007, 02:28 AM
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Default Re: New Mod: Blood Elves

Fixed magicboost error.
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  #72  
Old April 25th, 2007, 09:00 AM
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Default Re: New Mod: Blood Elves

Version 0.25

Lowered prices for: Archer 12, Chohei 11, Light Rider 51, Lancer 55;
Raised resource requirements for cavalry and Alfar Bow.
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  #73  
Old May 4th, 2007, 06:26 AM
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Default Re: New Mod: Blood Elves

Version 0.26

Inventory fixed.
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  #74  
Old May 12th, 2007, 01:56 PM
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Default Re: New Mod: Blood Elves

Version 0.27

-Changed armor costs;
-Added 2 more units (Alfar Warrior and Vodyanoi);
-Added 6 more summoning spells (Homunculi and Grotesque are now summoned as was intended from the beginning);
-More changes and fixes.
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  #75  
Old May 13th, 2007, 04:06 AM

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Default Re: New Mod: Blood Elves

Very nice graphics. Dr Praetorious suggested the use of the blue druid tga file for the epic hero he did for the epic hero mod. I downloaded the mod, and the graphics were so nice.

I have to figure out a way to use that venus fly trap in my mod(you would be given full credit of course!).
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  #76  
Old January 28th, 2008, 10:36 PM
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Default Re: New Mod: Blood Elves

Version 0.28

- Changed nation number to 73;
- Fixed "Demonic Roar" weapon;
- Gave "Storm Lord" stormpower.
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  #77  
Old January 28th, 2008, 10:38 PM
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Default Re: New Mod: Blood Elves

Bump so you dont miss an important update because of the page jump.
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  #78  
Old February 7th, 2008, 09:32 AM
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Default Re: New Mod: Blood Elves

Version 0.29

- Another price revision;
- Lowered pretender price;
- Gave the Arch Druid research bonus;
- Removed Fey's research;
- Lowered provincial defense numbers.


I should probably redo most of the sprites. This was one of my first mods and it shows.
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  #79  
Old February 7th, 2008, 11:46 AM
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Default Re: New Mod: Blood Elves

I think that the sprites look cool, they mostly need cleanup - stray black pixels removed, that sort of thing.

When would be a good time to fork your LA mods into the megamod? I've been making balance notes to myself but haven't yet actually changed anything.

Purely by way of example, these were the notes I had on the previous version:
* Blood Elves
- Some of the descriptive text needs cleanup.
- Notes: Capital is wank (Admin 30), especially for the late era. It could be a tel city (admin 40), at the least. Low capital admin should figure into unit costs, which are too high even for average admin.
- Spells are all reasonable on a first pass.
- Prince of many faces: loses immortality, reduced to fire magic 2, slight statistic reductions, cost lowered to 150 pts.
- Several of these sprites need background cleaning, they've got stray black pixels.
- Cavalry and cavalry commanders should not be animals. Cavalry commanders no longer turn into trees (flavor text update), and are no longer sacred. Cost reduced to 75 gp for Vermillion, 85 gp for Crimson. This means you will actually use the Crimson Commanders as blood hunters.
- Lancer and Light Rider reduced to 40 gp.
- Venus Flytrap is now a summon. Costs 1 nature gem? This unit really isn't that useful, and is pretty well useless if you have to recruit them (because once you're sieged, you can't!).
- Still considering what to do with sacred heavy inf. and commanders that turn into trees. Needs playtesting. At present they are hugely expensive so recruiting them everywhere seems almost irrelevant. Is there some occult significance to the #s 101, 122 and 158?
- Ritualist cost reduced to 90 gp (and he's still overpriced, compare to the minister of magic from MA T'ien Ch'i.)
- Blue Druid reduced to H2. Cost lowered to 200 gp. Considering making them capital only.
- Green Druid reduced to H1. Cost lowered to 250 gp (healers can cost as much as you want.) Considering making them capital only.
- Archdruid reduced to H3, given an AWE random and a 10% chance for an AWEN random.
- Lord Militant should probably be a hero?
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  #80  
Old February 7th, 2008, 07:51 PM
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Default Re: New Mod: Blood Elves

Quote:
When would be a good time to fork your LA mods into the megamod?
I'm mostly done with the changes for now.

Quote:
- Several of these sprites need background cleaning, they've got stray black pixels.

Do you have a list?

Quote:
- Cavalry and cavalry commanders should not be animals.
I make them animal for a reason. The horse under the rider will not attack a unit with animal awe. I'm thinking of giving this attribute to all the pikes in my mods.

Quote:
- Venus Flytrap is now a summon. Costs 1 nature gem? This unit really isn't that useful, and is pretty well useless if you have to recruit them (because once you're sieged, you can't!).

Reasonable. I may do so myself. I made them for AI to use.

Quote:
Is there some occult significance to the #s 101, 122 and 158?

Do you mean the cost? I do the occult thing with stats sometimes (13 with dark forces, 7 with angels). But thats not the case here. Those units turn into Homunculi which I have estimated as 50gp for pricing. I didnt even include the price of the gem producing trees. Otherwise they just cost too much.
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