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May 26th, 2011, 06:51 AM
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Private
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Join Date: May 2011
Posts: 7
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Re: Evil Mages Mod
Well, if you want to do that, it might be helpful. Thanks!
And if you don't want to, I'm sure I could always make a mod involving those units and a few mod units.
I was thinking something with Conjurers, Circle Masters, Necromancers, Blood Henge Druids, Blood Guards, Blood Lords, a nerfed version of a succubus as a recruitable (a much weaker flightless seductress), and a few others (bandits? maybe sorcerer unit number 339?) I'm sure I could make it given some time, as I've made very simple mods before.
One idea which might be semi-original is to use the units seen in certain mercenary companies (like Fernando's Footmen) to be the regular recruitable units here.
Last edited by Metalder; May 26th, 2011 at 07:09 AM..
Reason: Added more to text.
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May 26th, 2011, 10:24 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Evil Mages Mod
I did a few like that. Mostly in order to quickly and easily fill in the semi-empty nation slots from 72 to 99 for really large games. Or to create duplicate nations so that many people could all play with exactly the same nation in order to challenge each other to prove their skills strictly in strategy. Ive also played abit with using a program to randomly re-assign units that are in the game (abit of extra chaos beyond the chaos programs I already have) but that didnt come out very interesting.
You can see some of that at the MODs link on my site.
www.Dom3Minions.com
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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May 26th, 2011, 10:44 AM
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Major General
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Join Date: Jun 2009
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Re: Evil Mages Mod
Les voila. IIRC, I proposed the full nation spec and someone else made the .dm, but i'd have to look up who did that. I hadn't even started modding yet, but they were suitably awesome for having done so.
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June 2nd, 2011, 09:51 AM
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Second Lieutenant
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Join Date: Sep 2008
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Re: Evil Mages Mod
Quote:
Originally Posted by Squirrelloid
Les voila. IIRC, I proposed the full nation spec and someone else made the .dm, but i'd have to look up who did that. I hadn't even started modding yet, but they were suitably awesome for having done so.
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Thanks  FWIW, in case anyone's interested, here was the original thread:
http://forum.shrapnelgames.com/showthread.php?t=44454
...and here's the link to the post in that thread with that version:
http://forum.shrapnelgames.com/showp...4&postcount=23
As per the description in that post, it was compatible with CBM 1.6, but since later versions of CBM have radically altered the range of units/weapons/armor etc. that it uses, I have no idea if it would still be compatible.
There are actually a number of "indy unit extension" type mod nations out there. IIRC, there's a few based on uniting the tribals/barbarians, another one based on an amalgam of the amazons. Check the mod list at the top of this subforum (I don't know how up to date that list is, but none of these were terribly recent.)
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