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March 18th, 2007, 06:21 AM
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Second Lieutenant
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Join Date: Dec 2003
Posts: 475
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Re: New Nation(s): Exile/Avernum
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March 18th, 2007, 06:52 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
Hahahah, nice! And thanks! I've put a fair bit of work into making it and it's always nice to get positive feedback.
I think responding to people's suggestions about balance changes is a big part of making a good mod too. It's very hard to see problems with your own nation while you're making it. You really need the perspective offered by players.
Other minor changes - Avernite mage gets ldr40. One less astral gem income from startsites. Startfort changed. Oh and no more spy or basic priest recruitables. They can manage without.
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March 18th, 2007, 06:52 AM
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Corporal
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Join Date: Sep 2005
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Re: New Nation(s): Exile/Avernum
*cheers*
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March 21st, 2007, 07:03 AM
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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
Ok, v0.9 with balance changes and a few other bits is attached at the front (or will be, in 5 mins).
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April 10th, 2007, 06:37 PM
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Second Lieutenant
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Join Date: Dec 2003
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Re: New Nation(s): Exile/Avernum
I just downloaded it from the first post in the thread and tried it. Awsome... almost makes me want to play exile or avernum again.
Bug: The first two national summons doesn't work. They summon the wrong unit number. Haven't looked at the others.
#newmonster 2891
#name "Troglodyte"
#newspell
#name "Gate Troglodytes"
(...)
#damage 2810
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April 10th, 2007, 10:24 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
Doh, thank's for spotting that. When I changed the numbers to make the game compatible with a couple of other mods I forgot to update the spells.
Ok that'll be fixed in 1.0 as well as any other bugs people post in the next couple of days. For now I suggest you reassign the spell damage values manually if you know how. I noticed the trog graphics have a couple of transparent bits too, which I'll fix.
V1.00 which will be the final pretty much, will be up within a week then.
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April 30th, 2007, 01:26 PM
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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
Version 1.00 is up.
Numerous minor fixes including sorting out those trog spells and giving worthy heroes esque misc slots to the hero units.
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