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  #121  
Old May 18th, 2007, 01:35 AM

jutetrea jutetrea is offline
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Default Re: extending Epic Heroes to EA

ok, I retract my statements on the yeti Me like. Do have questions, why the slot reduction and why wingless?

I'm assuming wingless because Caelum is considered a good quality MA nation? Unfamiliar with the power rankings in MA.
Would it be unbalancing to change it to a mix of infantry and archers? I see that its in his description, but even a weak flyer might be good. Custom troop? Weakest flyers, but with awe +0 (radiant with their worship) or since there are so many other sacred summons, maybe a very weak sacred flyer? (maybe weaker then fanatics?)
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  #122  
Old May 18th, 2007, 02:55 AM

Xietor Xietor is offline
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Default Re: extending Epic Heroes to EA

I actually changed it before you posted. My changes for 1.1 are back on page 7 which i continue to edit and update.

Because wingless make no sense for a wild creature like a yeti, i gave him 1 winter wolf a turn instead of 3 wingless
as a make monster ability.

He has slot reductions because without them he would be overpowered. And it is not like the Yeti Claws are bad weapons. They are magic, att 5, and ap. and he has a high natural protection. to let him add armor on top of that would be unbalancing.
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  #123  
Old May 18th, 2007, 01:10 PM

Tyrian Tyrian is offline
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Default Re: extending Epic Heroes to EA

There are some problems with the latest version of the mod. Many files are missing (the *.tga of many heroes like the t'ien chi heroe or the abyssia hero). There is no problems for someone who download version after version, but the mod is useless for a new user.
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  #124  
Old May 18th, 2007, 03:45 PM
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Endoperez Endoperez is offline
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Default Re: extending Epic Heroes to EA

Good work with this! Nice to see that your idea got off the ground. I don't think I have time to even check out all these heroes ATM, but it sounds like you're doing great.
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  #125  
Old May 18th, 2007, 03:47 PM

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Default Re: extending Epic Heroes to EA

"There are some problems with the latest version of the mod. Many files are missing (the *.tga of many heroes like the t'ien chi heroe or the abyssia hero). There is no problems for someone who download version after version, but the mod is useless for a new user."

That is strange(: I wonder if it is because of the problem posting attahcments. On my computer the files are all organized correctly. Let me explore this a bit.

I have not touched the tga file of the Black Phoenix ion ages.
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  #126  
Old May 18th, 2007, 04:06 PM

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Default Re: extending Epic Heroes to EA

I just deleted the mod from my computer and reloaded my newest version of it from the attachment. It works fine.

You do have to drag the files out of the folder. Not sure why this occurs. But you need to open the Epic Heroes Folder in your mod directory and drag out the 2 files that are inside the folder.
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  #127  
Old May 18th, 2007, 04:30 PM

Xietor Xietor is offline
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Default Re: Version 1.1

Note:

When you extract the files to the mod folder you will have 1 yellow folder named Epic Heroes Mod. That file had to be opened and the 2 files inside it manually drug out of the folder. That would be the DM file and another yellow folder
named ehspr(contains the sprites).

Some kind person may want to tell me how to zip the mod and attach it so that only the 2 files extract to the mod folder, thereby saving people the manual dragging of files step.

As to the updated version:

. Black Heart Treant-
a. descr is improved
b. added 1n and 1e.

2. Tithe Collector
a. itemslot issue fixed(he had 2 heads 3 misc)
In 1.1 he will have 1 head and 2 misc. I did catch this myself, but how i missed it when i did a preview of all 22 heroes is puzzling.
b. minor typo corrected

3. Ancient Ophidian-descr tweaked, typo corrected.

4. Sacred Yeti-

a.precision increased.

b. makemonster ability changed from 3 wingless to 1 winter wolf.

c. Magicleader added(so he can lead his winter wolves)

d. bite replaced by Yeti Slam

d. descr tweaked

5. Grand Elephantarch:

a. Elephant Barding's prot lowered, so his starting prot is now 15.

b. His make unit ability changed from 2 heart companions to 2 hoplites.

c. Elephantarch enc raised from 0 to 1.

6.Black Phoenix-fire imps come to him now in great numbers.

7. Blood Jarl-

a. ice imps now radiate cold(even though fire imps do not radiate fire), and they have ice prot(stronger in cold weaker in hot climates).

b. Blood Jarl lost his free blood slave a turn abilty.
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  #128  
Old May 18th, 2007, 05:08 PM

jutetrea jutetrea is offline
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Default Re: Version 1.1

like the changes, bummer about the +1 BS/turn loss for the jarl.

To make a zip file where unzipping will just result in the two files... select the .dm file and the sprite folder and then make a zip. When unzipping they have to "unzip to here" vs. unzip and create a folder name "xxx" where xxx is the name of the zip file.

If this isn't done they don't even see the mod in the preferences area and should know to look for it.
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  #129  
Old May 18th, 2007, 05:28 PM

Xietor Xietor is offline
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Default Re: Version 1.1

Well the blood jarl has a special coded ability that allows him to effectively hunt blood slaves. Send him out to a prov with 5000 people in it and let him hunt. He is, after all, a Blood Jarl-an expert at finding blood slaves.
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  #130  
Old May 19th, 2007, 04:47 PM

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Default Re: A Croaker-for your viewing pleasure

I am going to post a picture or 2 of the various new monsters/heroes for those who have not downloaded the mod.
This is a croaker, summoned by the Ctis Epic hero(sprite by Amos)


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