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January 12th, 2005, 08:00 PM
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Corporal
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Join Date: May 2004
Location: Strasbourg, France
Posts: 170
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Re: New Game: Age of Men
This will be interesting. I am not sure that I will do that well, but I am willing to give it a try. By the way, how do you define 'human' pretender? Everyone who needs only 10 points to start a magic path, even if it is an archmage riding a freakbeast?
In any case, I claim the world for Vanheim!
__________________
Wrath them 'till they glow, and arrow them in the dark.
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January 12th, 2005, 08:27 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Panama City beach, Fl, USA
Posts: 662
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Re: New Game: Age of Men
Atlantis
-Yc
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January 12th, 2005, 08:34 PM
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First Lieutenant
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Join Date: Sep 2004
Posts: 753
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Re: New Game: Age of Men
There is a new Version of the spellmod with some changes that conflicted with alot of what was intended. You may want to look at it and see if you wish to play with it instead of Version 1.7
www.techno-mage.com/~zen/
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January 12th, 2005, 08:56 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Re: New Game: Age of Men
Hahaha - The Freakbeast!!!
Umm... I can't recall all the pretender choices offhand but the "human" pretenders are usually like the Archmage, Master Druid, Crone, etc. The size 2 ones that are living, mortal, dont have many hp, no interesting combat abilities, and generally look human. But I think the freaklord or whatever pretty much falls into this Category as well in terms of stats and abilities, right? Plus it is really funny
Quote:
Yvelina said:
By the way, how do you define 'human' pretender? Everyone who needs only 10 points to start a magic path, even if it is an archmage riding a freakbeast?
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January 12th, 2005, 09:24 PM
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First Lieutenant
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Join Date: Jul 2004
Location: Panama City beach, Fl, USA
Posts: 662
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Re: New Game: Age of Men
Where can I find the age of men mod?
-Yc
Oh, and can we have ghost kings?
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January 12th, 2005, 09:52 PM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Thanked 45 Times in 35 Posts
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Re: New Game: Age of Men
I'm still finishing up the age of men mod. Given what zen has said about the latest spell mod, what I will likely have to do is: grab his latest spell mod, then look thru it for conflicts with Age of Men and resolve them. And then post up a Zen/AoM combined mod so that we dont have any problems.
For the record, of the nations people listed to play: are they all base, except for Pangea? Cause I dont want to add in High Priests for nations if they can't even use them.
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January 12th, 2005, 10:02 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
Posts: 2,968
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Re: New Game: Age of Men
Quote:
YellowCactus said:
Oh, and can we have ghost kings?
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No, they are definitely out. I think the must-be-10-points-for -paths rule is a good one.
Oh, and I'm using Spring & Autumn.
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January 12th, 2005, 11:23 PM
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Captain
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Join Date: Mar 2004
Location: Italy
Posts: 839
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Re: New Game: Age of Men
I don't know what kind of Marignon I'll use ^^
sorry.
__________________
- Cohen
- The Paladin of the Lost Causes
- The Prophet of the National Armyes
- The Enemy of the SC and all the overpowered and unbalanced things.
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January 13th, 2005, 06:20 AM
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General
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Join Date: May 2004
Location: Seattle, WA
Posts: 3,011
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Re: New Game: Age of Men
The Age of Men mod is basically ready to go. There was surprisingly little overlap with Zen's spell mod, but enough that I just tagged my changes onto the end of his file. The only problem remaining is that I want to mod out Gaap the Ice Devil (without throwing out ice devil summoning all together) or at least remove his Hell Sword, but I dont know how to mod that.
Anyone know?
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January 13th, 2005, 09:41 AM
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First Lieutenant
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Join Date: Jul 2004
Location: Panama City beach, Fl, USA
Posts: 662
Thanks: 15
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Re: New Game: Age of Men
I don't think thats going to be a problem as long as he's scripted for spells AND the owner of gaap givens him an item to hold. Then he can't use his sword..hehe
-Yc
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