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February 3rd, 2004, 07:28 PM
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Corporal
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Join Date: Dec 2003
Posts: 98
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: UlmPunk MOD available
I believe so. I'm not at home to check. I'll see if I can't get confirmation from a friend.
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February 3rd, 2004, 07:36 PM
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Sergeant
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Join Date: Jan 2004
Location: Moloch\'s Pit of Fiendish Delights
Posts: 200
Thanks: 0
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Re: UlmPunk MOD available
Quote:
Originally posted by Kristoffer O:
Hmm, for some reason (no apparent one) only the Artificier has got a name when I try the mod.
You can all see the names of the units?
You have names . That probably means that there are problems with the 2.07 beta Version (which I am using). I'll have to take a look
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Kris: I downloaded the mod and started a game (with current patch, 2.06) and it works fine. I can see all the unit names. Must be the 2.07 patch?
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February 3rd, 2004, 09:50 PM
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Brigadier General
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Join Date: Aug 2003
Location: Mictlan
Posts: 1,767
Thanks: 12
Thanked 165 Times in 22 Posts
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Re: UlmPunk MOD available
The problem is that the #clear command works in Version 2.07.
You should not use the clear command in the midst of creating a new monster as it will clear all stats you have given it including the name. If you want to do a clear (not useful for new monsters) then do it right after the #selectmonster command.
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February 3rd, 2004, 09:52 PM
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Corporal
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Join Date: Dec 2003
Posts: 98
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: UlmPunk MOD available
#clear will work?! Oh, happy days! I will immediately move the #clear commands in my units' setups appropriately.
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February 3rd, 2004, 10:06 PM
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Lieutenant Colonel
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Join Date: Oct 2003
Location: Gilbert, AZ
Posts: 1,375
Thanks: 1
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Re: UlmPunk MOD available
Quote:
Originally posted by Bowlingballhead:
#clear will work?! Oh, happy days! I will immediately move the #clear commands in my units' setups appropriately.
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Monday Tuesday Happy Days!
Wednesday Friday Happy Days!
Saturday, Happy Day... blabla oh I hate this song.
[ February 03, 2004, 21:53: Message edited by: Argitoth ]
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February 4th, 2004, 06:16 PM
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Sergeant
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Join Date: Sep 2003
Location: Austin, TX
Posts: 262
Thanks: 0
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Re: UlmPunk MOD available
This mod's pretty fun to play with, but in the interest of balance, I have a few suggestions
1. The starting Mongrels are rather good for starting units, maybe Contraptions should be used instead.
2. Multilaunchers are too good. Get 6 of them and a revenant to cast aim and you have the arrows of 78 experienced archers. Still only shortbows, but when a knight gets hit by 78 shortbows, he NOTICES.  Not as sure how to deal with that. Oh, and you might give them some sort of close range attack, because right now they get fist by default which doesnt make much sense. Maybe they have metal claws or something crude so they can get a claw attack.
[ February 04, 2004, 16:16: Message edited by: LordArioch ]
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February 4th, 2004, 06:50 PM
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Corporal
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Join Date: Dec 2003
Posts: 98
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: UlmPunk MOD available
Mongrels: Every race gets their own starting unit. Some are fairly strong, some are fairly weak - I think the contraptions are too weak, personally. But you're right, the mongrels are strong. I'll probably cut them down to 10.
Not sure you're going to convince me on the multilaunchers, though. I may make them size 2 so they don't squeeze up enough that Aim can get a lot of them at once. Other than that, it's not really different from what you can do with other archers. You're getting more arrows for your buck, but they're less accurate.
'Fist' is ridiculous. I didn't want to give them a melee weapon at all and make them utterly helpless short-range, but the game apparently doesn't like that and gave them 'fist'. I'm going to revise it to 'crush'. It makes sense. They try and roll over you, they're just really bad at it.
Thank you for your opinions! I love feedback, and I definitely think about it.
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