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February 29th, 2004, 05:47 PM
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Second Lieutenant
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Join Date: Jan 2004
Posts: 510
Thanks: 24
Thanked 31 Times in 12 Posts
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Re: Black Company Mod
Quote:
Originally posted by autolycus:
4) I got Soulcatcher on turn 2 as someone prophesied earlier. Hmmm. Still reasonably susceptible to missile fire, and hence balanced.
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....until you give here a L2 construction Shield of Valor, Robe of Missile Protection, or Amulet of Missile Protection (Probably go for the Shield. Any Black Witch can make such one)
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When I said Death before Dishonour, I meant alphabetically.
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February 29th, 2004, 11:02 PM
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Sergeant
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Join Date: Jan 2004
Location: athens, georgia
Posts: 274
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Re: Black Company Mod
Got a lot of changes porposed in the Last day or so. I'm going to apply them and get the new Version uploaded. Some of the changes
--witch doctor: costs more, shld of accursed-->totem shield.
--fear for all units dampened
--new stealth units
--forvalaka made a stealth unit
--assorted others
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--Uh-Nu-Buh, Fire/Death
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March 2nd, 2004, 03:10 PM
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Sergeant
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Join Date: Jan 2004
Location: athens, georgia
Posts: 274
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Re: Black Company Mod
I sent Illwinter the new Version of the Black Empire Mod. It should be in the Incomplete section, due to the graphics, soon. Some of the Major Changes:
2 new infantry units
forvalaka made stealthy assassins
1 new leader unit
1 new hero unit, Bonegnasher
3 new weapons
the Taken have been pared down in numerous ways:
--up to 2/3rd hit points gone
--some magic levels gone
--unholy priest powers gone
--armour reduced drastically
Black Witches cost more
Additionally, lots of small changes made for game balance--more or less ST, ATT, Cost in gold and resources, etc.
Enjoy!
__________________
--Uh-Nu-Buh, Fire/Death
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March 2nd, 2004, 10:55 PM
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General
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Join Date: Aug 2003
Location: Sweden
Posts: 4,463
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Re: Black Company Mod
It's up, but the zip has the same name so you wont noyice the difference unless you play it.
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March 3rd, 2004, 01:42 AM
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Sergeant
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Join Date: Jan 2004
Location: athens, georgia
Posts: 274
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Re: Black Company Mod
I will change the name of the Mod filename to reflect the Version, starting with the next upload. The next Version should be 1.0 (e.g. blackempirev1.zip). It should have compliant graphics, a mobile infantry unit, working national spells, and whatever changes people convince me need making.
It was mentioned a while back that the Mod could use a cheap militia type unit. That if the Black Infantry had it's javelins taken away and some lesser armor it would be extremely cheap and imitate the masses of faceless foreign and local troops that die in all the battles in the books. I thought about this, and decided that these foreign and local militia are already a part of the game via the independant militia and lt infantry that are available almost immediately from most conquered provinces. It struck me as redundant to add them.... I didn't want you to think I was ignoring the idea. I really did think about it. Thanks!
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--Uh-Nu-Buh, Fire/Death
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May 11th, 2004, 08:46 AM
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Second Lieutenant
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Join Date: Apr 2001
Location: Modena, Italy
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Re: Black Company Mod
Is that mod still downloadable ? Which name ?
Liga
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May 11th, 2004, 03:29 PM
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Corporal
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Join Date: Apr 2004
Posts: 75
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Re: Black Company Mod
might be kinda late now, but the second generation taken (i.e. whisper) could have been an option, they'd fill the gap between goblin/one eye/silent and the real taken. Don't forget the Shadowmasters too. All this Black Company talk brings a tear to my eye. For all you D&D players, the Black Company campaign world is set to be released this fall, I think by Green Ronin Games.
vig
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