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  #1  
Old April 30th, 2007, 02:44 AM
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Juzza Juzza is offline
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Default Re: New Nation: Dinnas\'Arval

Mm, but even normal priestess can summon those and I think I definitely need to make the high priestess a tiny bit weaker, heh, their too good compared to the other commanders.

I do intend on making at least two more spells, at least two more heroes, and fixing the current one, and hopefully another commander and another unit, tough, I don't intend on making any better commanders, by that I mean max starting leadership of 40, thats one of their disadvantages.
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My Mods:
Tarent Mod:
http://forum.shrapnelgames.com/showt...ghlight=Tarent

Dinnas'Arval Mod:
http://forum.shrapnelgames.com/showt...nnas'Arval

Free Port:
http://forum.shrapnelgames.com/showt...+nation&page=3

Currently working on:
http://forum.shrapnelgames.com/showt...hlight=witcher
Inspired by the game The Witcher and the Witcher Novels.
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  #2  
Old May 2nd, 2007, 09:18 PM

BandarLover BandarLover is offline
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Default Re: New Nation: Dinnas\'Arval

Meant to reply to this earlier, work keeping me soooo busy.

I like this mod. I'm always appreciative when people do their own graphics. You coulda wussed out like me and used existing pics but overall, I think your graphics are good. Not been able to playtest it as much as I would like (Sorry Sombre, I'm trying) so I can't really give you much feedback on balance and what not. I haven't even summoned a possessed berserker yet. But a solid effort thus far.

P.S. I also like the idea behind your Tarent mod. I'd read some intersting discussions in other threads about possibly modding in some gunpowder nations and I like the whole quasi-magi-technology thing. I vaguely remember playing an Arcanum RPG years ago. It was made by Sierra I believe.
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  #3  
Old May 3rd, 2007, 03:12 AM
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Juzza Juzza is offline
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Default Re: New Nation: Dinnas\'Arval

Well, I'm glad you like it!!

I'm aware my graphics aren't the best, but they've come a long way from my first mod, (tarent) and still getting better, it's hard doing most of my work in paint, but I'm learning how to shade better and with the ability to copy sprites straight from the game, well, it won't really make my mods, that much faster, I think it takes me as much time to edit one as to make my own, but the quality is definitely a a step up from my animations.

And np that you haven't play tested it, though if you do, might wanna wait for the next version, hopefully up in the next few days, fixes a few major mishaps, like the mages power.

um, and yes! I'm also aware I spelled Tarant wrong!! it was a silly mistake! lol, and I only got into arcanum the... 3rd time I tried it, so it took me a few tries to get into heh, but I'm glad I did, best RPG I've ever played through...... 7 times yes I have no life.
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My Mods:
Tarent Mod:
http://forum.shrapnelgames.com/showt...ghlight=Tarent

Dinnas'Arval Mod:
http://forum.shrapnelgames.com/showt...nnas'Arval

Free Port:
http://forum.shrapnelgames.com/showt...+nation&page=3

Currently working on:
http://forum.shrapnelgames.com/showt...hlight=witcher
Inspired by the game The Witcher and the Witcher Novels.
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  #4  
Old May 4th, 2007, 08:26 AM
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Juzza Juzza is offline
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Default Re: New Nation: Dinnas\'Arval

New update, no new units or spells just a few fixes and changes, high priestesses shouldn't be as strong anymore, Ancient Weavers are more worth getting, the Hidden master no long has 40 leadership, downed to 10, um possibly, more I'm unsure, at least I know that it's compatible with the new patch and all.
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My Mods:
Tarent Mod:
http://forum.shrapnelgames.com/showt...ghlight=Tarent

Dinnas'Arval Mod:
http://forum.shrapnelgames.com/showt...nnas'Arval

Free Port:
http://forum.shrapnelgames.com/showt...+nation&page=3

Currently working on:
http://forum.shrapnelgames.com/showt...hlight=witcher
Inspired by the game The Witcher and the Witcher Novels.
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