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November 28th, 2010, 08:09 PM
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Second Lieutenant
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Re: Inuk, Land of Ice and Spirits
Needs more polar bears. 
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November 29th, 2010, 04:28 AM
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Corporal
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Join Date: Mar 2008
Location: Somerset, England
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Re: Inuk, Land of Ice and Spirits
Quote:
Originally Posted by llamabeast
Also, a couple of things I'd suggest are very helpful in making sprites. Firstly, Bunsaber assembled spite dumps of all of KO's sprites, which I find absolutely invaluable. Second, he wrote a sprite-making tutorial which is interesting and can give a very good route to good sprites.
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Thank you for the advice! I've already been following Burnsaber's tutorial, and all these sprites so far have been frankensteined from other units using the dumps you mentioned.
Quote:
If you have any modding questions, either graphical or coding, do ask! There's lots of expertise here, and even more on the other forum.
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Well, I do have one question...
Is is possible to use Blood Vengeance as an effect granted by a spell? Initially I was planning on having a recruitable BV troop, but then I realised how overpowered that would be (just place a small block in front of an army, watch as enemy archers annihilate themselves), so I've decided to go with using a battlefield spell instead.
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Originally Posted by Stavis_L
Needs more polar bears. 
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I'm planning on adding Nanuk (or Nanook as it's spelt over here) as either a Pretender God or a unique summon, so fear not for polar bears! 
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November 29th, 2010, 06:02 AM
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Private
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Re: Inuk, Land of Ice and Spirits
What it really needs are some killer penguins  (even if they really don't fit all that well)
The mod looks pretty fun so far though, like the sprites, so keep up the good work!
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November 29th, 2010, 09:33 AM
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Second Lieutenant
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Re: Inuk, Land of Ice and Spirits
Quote:
Originally Posted by Duncan_Frost
Well, I do have one question...
Is is possible to use Blood Vengeance as an effect granted by a spell? Initially I was planning on having a recruitable BV troop, but then I realised how overpowered that would be (just place a small block in front of an army, watch as enemy archers annihilate themselves), so I've decided to go with using a battlefield spell instead.
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Urm...it's "normally" a spell effect. See:
http://dom3.servegame.com/wiki/Blood_Vengeance
If you're using DrP's excellent spell modding resource, it's effect number 744 in the "Really Raw Data" tab but not listed in the regular spell effects tab, so I assume that means that it's not easily accessible to add to spells created de novo. However, you might be able to copyspell it and modify whatever other effects you want on top of it.
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November 29th, 2010, 10:43 AM
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Corporal
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Join Date: Mar 2008
Location: Somerset, England
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Re: Inuk, Land of Ice and Spirits
Quote:
Originally Posted by Stavis_L
Quote:
Originally Posted by Duncan_Frost
Well, I do have one question...
Is is possible to use Blood Vengeance as an effect granted by a spell? Initially I was planning on having a recruitable BV troop, but then I realised how overpowered that would be (just place a small block in front of an army, watch as enemy archers annihilate themselves), so I've decided to go with using a battlefield spell instead.
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Urm...it's "normally" a spell effect. See:
http://dom3.servegame.com/wiki/Blood_Vengeance
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Haha, I completely forgot there was a spell for it - I thought it was just an innate characteristic for things like Kurgi. Thanks for reminding me, this will definitely make things easier!
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November 29th, 2010, 06:21 PM
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Second Lieutenant
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Re: Inuk, Land of Ice and Spirits
I don't think Blood Vengeance would be impossible to balance, it all depends on what kind of unit you're going to put it on...
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November 29th, 2010, 07:43 PM
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Corporal
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Join Date: Mar 2008
Location: Somerset, England
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Re: Inuk, Land of Ice and Spirits
Progress!
Angakkuq:
In-game description: The chief shaman of a village is known as an Angakkuq. He has learnt the language of spirits and earned a familiar or Tuurngaq who grants him extraordinary power. Stories tell of Angakkuq who have been stabbed or shot point-blank and received no wound through the protection of their spirit companion. Their magical prowess is also hugely increased by their shared knowledge, although every spirit imparts different secrets and so they have diverse skills.
Info:
Strong mage with many powerful magic paths and guaranteed N2.
Auto-casts Personal Luck in battle.
Recuperates.
Starts with old age, although nature picks may negate this.
Has a 10% chance of preventing bad events in his province.
Notes:
This guy is intended to be your go-to mage on the battlefield. Right now he's very cheap and powerful, but balancing is for later when people have tested these guys out - i'm still in the 'cool concepts' stage at the moment.
Ilisitsok:
An Ilisitsok is an Angakkuq who has succumbed to temptation and made a pact with evil Tuurngait spirits. After the barbaric act of sacrificing his own spirit animal and wearing their flesh made whole, the demonic spirits have granted him incredible protection and magics. Anyone striking the evil shaman will have their attack twisted and turned on themselves. Such power comes at a price, however. A man's body cannot contain such darkness for long and the Ilisitsok are prone to exhaustion. Additionally, the Tuurngait spirits with whom he has collaborated still thirst for vengeance and if the shaman is wounded, they may possess him in his moment of weakness and charge screaming at the enemy. Children will go missing at night in any province the Ilisitsok resides.
Info:
Powerful blood mage with 4B and 1N, along with 25% chance of an extra 1B.
Blood Vengeance +0.
Gains 10 fatigue every round.
Kills 10 population every turn.
Usually starts with old age.
Berserker +1.
Notes:
A recruitable B4 mage is going to be huge for blood hunting, but again he will either be A) very expensive or B) have his paths toned down a little.
Feedback appreciated!
I also have a question:
If a scout or other stealthy unit has Gluttony, will they take supplies from enemy provinces they are hidden in? I'm pondering the use of 'hunger spirits' that have Gluttony 1000 or similar to starve out enemy armies.
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January 14th, 2011, 12:57 PM
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Sergeant
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Join Date: Nov 2003
Location: Finland
Posts: 250
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Re: Inuk, Land of Ice and Spirits
Quote:
Originally Posted by Duncan_Frost
Progress!
Gains 10 fatigue every round.
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This is too much. Consider he starts taking damage when he hits 200 fatigue.
Give him high innate enc, and maybe one point of exhaustion if you're feeling nasty. That's bad enough for a mage.
/edit
Oops, I didn't notice the 2 other pages of discussion. Clearly this was brought up long ago.
To add something useful here, I suggest giving the mahaha only one or no arm slots, since it always keeps the tickle attacks. Extra attacks can become very unbalancing if you can use all magic item slots.
Last edited by Adept; January 14th, 2011 at 01:02 PM..
Reason: being silly in the original post
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