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  #1  
Old February 16th, 2007, 05:42 AM
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Default Re: Vaettihiem SE 1.0

What about reducing the cost of the moose archers ?

Currently at 45 gold, you get two shortbow attacks at precision 8.

Sure the mosse has great mouvement, and its HP can help survive some loose arrows, but I would rather have 4.5 indeps archers with precision 10.

If the moose riders were at 30 gold, they would still be more expensive that normal archers, but the mouvement and hit points could make them usable
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Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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  #2  
Old February 16th, 2007, 06:12 AM

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Default Re: Vaettihiem SE 1.0

I thought the point of the moose riders was to hold then attack - they are sort of like multirole cavalry for Vaetti.

I haven't altered the stats of the vanilla unit, but I'll give them a test and see if they suck at charging as well as shooting.
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  #3  
Old February 16th, 2007, 07:12 AM
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Default Re: Vaettihiem SE 1.0

They have two attacks that could do some damage, yes, but with their low attack (and defence) skill, large size, and lack of armor they are less useful than even indeps light cavalry.

I could live with the low precision and armor by using them as mobile archers that can follow fast armies (with the forest trolls and wolf riders, you can have army move 2 with all units having forest survival), and survive some lone arrows or spell thanks to their HP. But not for this price.
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  #4  
Old February 16th, 2007, 08:18 AM

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Default Re: Vaettihiem SE 1.0

Yeah you're right, I just tried them out and they're pretty poor in melee, especially for the price. Ok, I'm going to drop the cost to 35 and maybe give them a touch more attack power. I mean a charging giant moose should be able to at least do /some/ damage, especially going by the description.

I hadn't realised how hard it is to get clean graphics from vanilla units. Any suggestions people? The pics from the info window and recruit screen are both the wrong size and with a screen capture they sort of blur into the surrounding background.
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Old February 16th, 2007, 10:23 AM
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Default Re: Vaettihiem SE 1.0

Use #copyspr command. Or if you want to change vanilla graphics there is a tutorial here . Also there was a tutorial for taking sprites out of the game by Endoperez but I have no idea where that is. I wish someone would "sticky" those posts.
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  #6  
Old February 16th, 2007, 06:40 PM
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Default Re: Vaettihiem SE 1.0

Suggestion : moose knight national summon ?
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Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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  #7  
Old February 16th, 2007, 09:20 PM

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Default Re: Vaettihiem SE 1.0

I prefer national summons to be magical creatures and I'm pretty sure I'm using that sprite for a national hero already.

Amos: I just need to know how to get the vanilla graphics in a clean form and at the right size. I'm already ok with general editing, adding new sprites etc. But thanks :]

I've made an archer sprite but it doesn't look too great and it took more work than I'd have liked. Still, I think it's good enough for now.
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Old February 17th, 2007, 12:12 PM
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Default Re: Vaettihiem SE 1.0

Quote:
Amos said:
Also there was a tutorial for taking sprites out of the game by Endoperez but I have no idea where that is. I wish someone would "sticky" those posts.
My old method (for DomII) doesn't work any more. I did post it here in the Dom3 modding subforum, but I hadn't tested it properly and the units aren't shown in their original size (in e.g. description window) when Dom3 is windowed.
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  #9  
Old February 17th, 2007, 01:43 PM

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Default Re: Vaettihiem SE 1.1

Ah well. I can get the images in a sort of wrong size blurry format, but that's not too good,... still I used it to make a troll shaman (the troll mage as a template) who doesn't look awful, even with my useless graphical skills. Oh and the archer isn't as bad looking as I made him sound. He's fine from normal battleview distance.

It's spring festival out here (in china) right now,.. but in a few days I'll update this, maybe update the avernum nation,.... neither is getting national spells added just yet because I haven't wrapped my head around spell modding at all,.. but in the future they should do. I'll also update the mod list (I think people are finding it useful) and announce another nation I'm messing about with based on the poetry of the English Civil War. Yes, the poetry. You heard right.
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  #10  
Old February 19th, 2007, 07:56 AM
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Default Re: Vaettihiem SE 1.0

I love this mod, but there are two things that seems not right:

- The draconian chief should'nt have hands

- normal Trolls have 11 natural protection, already one of the best for a recruitable units, if not the best (of course some summons have better protection).

ow come that forest trolls, supposed to be a slightly smaller (less HP and strength) version of mountain trolls, have 14 base protection ?

With so much protection, a small pack of forest trolls or wolf trolls can take almost any indeps province.

If you really wants them to be better armored that normal trolls, just give them better equipment (or maybe let them have less armor that mountain troll, but with better combat values, or give them a protection for the head)
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Q: "How many Vorlons does it takes to change a lightbulb ?"
A: "Yes !" <stranges noises>
--
Dominions Map validator and randomizer : http://dominions.realites.org
Dominions Map editor v0.75b : http://dominions.realites.org/map_editor
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