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February 9th, 2007, 05:21 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: New Nation(s): Exile/Avernum
I've given slith poison and fire resistance. They are the basically the best troops Avernum has. The warborn also have some regenerative ability.
Can people here come up with some more random Slith and Nephilim names for me to use?
So far my name pool looks like this,..
------- Slithzerikai names
#selectnametype 145
#clear
#addname "Slaan"
#addname "Sleethi"
#addname "Ssersses"
#addname "Slither"
#addname "Slassga"
#addname "Slisskril"
#end
------ Nephilim names
#selectnametype 146
#clear
#addname "Frrrg"
#addname "MrrPrr"
#end
------ Vahnatai names
#selectnametype 147
#clear
#addname "Bon-Ihrno"
#addname "Tesa-Ihrno"
#addname "Volas-Ihrno"
#addname "Merak-Ihrno"
#addname "Tekora-Tel"
#addname "Ramda-Tel"
#addname "Tesa-Tel"
#addname "Yosa-Tel"
#addname "Braha-Tel"
#addname "Omni-Tel"
#addname "Pak-Tel"
#addname "Cesa-Ka"
#addname "Mara-Ka"
#addname "Brasa-Ka"
#addname "Morta-Ka"
#addname "Torra-Ka"
#addname "Patma-Ka"
#addname "Remako-Ka"
#addname "Tero-Ka"
#addname "Meni-Ka"
#addname "Jorip-Ka"
#end
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February 9th, 2007, 01:09 PM
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Corporal
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Join Date: Sep 2005
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Re: New Nation(s): Exile/Avernum
Bon-Ihrno is an important character (hero?) from the game I think
Nephilim Names:
Mrrrrrrr
Frrrmrrr
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February 9th, 2007, 01:17 PM
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Private
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Join Date: Nov 2006
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Re: New Nation(s): Exile/Avernum
I don't think that merging Avernum and Vahnatai as one race is a good idea. Vahnatai are aliens to men (even enemies in A3). Avernum should be like in A4 (if you played it) - men, cats and lizards. Without aliens 
Maybe add Vahnatai as a third nation? That would be cool.
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February 9th, 2007, 02:26 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: New Nation(s): Exile/Avernum
I haven't played much of the Avernum series although I played all through Exile 1-3 back in the day. Although it was Vahnatai in Exile 3 causing most of the trouble in Exile 2 (mid era effectively) they were allies of the Exiles.
For now I've pretty much come up with a 'whatif' alternate scenario for avernum/exile (exile II era) which allows them to semi-fit into the dom3 world. In the future I may well create a seperate Vahnatai faction as well as 'feral' Nephilim and Slith nations. As it stands this nation has a bit of all 4 races but it is clearly ruled by the Vahnatai and at least in v0.3 the avernites actually only have 2 units and 1 leader (that I /will/ be changing in the next release version).
I could make a totally faithful Exile mod but it would take a lot longer and I'm not sure how well it would fit into dom3 anyway. For the time being enjoy the nostalgic graphics and give me a little feedback (be as critical as you like, but try to be constructive).
Cheers ;]
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February 9th, 2007, 03:45 PM
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Corporal
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Join Date: Sep 2005
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Re: New Nation(s): Exile/Avernum
Note to other mac users:this mod is NOT mac compatible.Enabling this mod anc clicking "create new game" results in a crash 
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February 9th, 2007, 04:10 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: New Nation(s): Exile/Avernum
Are you sure that's a mac compatability issue?
I admit I don't know anything about macs but I can't see why there would be any problem with this running on any copy of dom3. Does anyone else have it working? It's possible there's just something up with the copy I uploaded.
For now all I can say is it works for me,.. I'm running dom3 version 3.00.
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February 9th, 2007, 04:19 PM
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Corporal
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Join Date: Sep 2005
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Re: New Nation(s): Exile/Avernum
I'm running version 3.06 and I can't downgrade my version to verison 3.00 (maybe you should get the patch?)
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February 9th, 2007, 04:27 PM
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BANNED USER
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Join Date: Feb 2007
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Re: New Nation(s): Exile/Avernum
Well I don't see how the version I'm running would alter anything either. All that has changed regarding mods is the adding of more available commands, at least as far as I am aware....
Unless of course there's some new weapons, units, names, nations etc added in the patch which conflict with those in this mod. I doubt that because I didn't use the numerical values immediately following the vanilla ones.
Well I'll wait for some more feedback on whether it's working or not then I'll see what I can do. Obviously half the point of making this was that other people would enjoy it.
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February 9th, 2007, 08:51 PM
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Private
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Join Date: Nov 2006
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Re: New Nation(s): Exile/Avernum
Well, I'm a fan of the series, played all four of them so I'll definitely try your mod in my next game 
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February 10th, 2007, 12:17 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Thanked 324 Times in 190 Posts
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Re: New Nation(s): Exile/Avernum
I'd love to hear that someone actually has this working.
In the meantime here's a pic of the recruit units screen. As you can see it's something of a multicoloured nation. Very disney.
Having playtested them a little bit my own conclusion is that missile weapons are their absolute worst enemy. A lot of their units wear no armour at all and if there's anything heavier than a light drizzle falling from the sky those expensive Vahnatai (the warriors particularly) just fall to pieces. I think I need to lower a lot of the gold costs too, considering how fragile the units are.
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