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  #11  
Old January 12th, 2008, 02:03 AM

Lord_Neko Lord_Neko is offline
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Default Re: The severely complicated, muddled history...

Yes, that was informative.

About the mod though, I have about half the graphics done at the moment. If my homework doesn't keep me busy this weekend I will finish the work on the graphics and perhaps move onto the actual hard part of writing up the mod.
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  #12  
Old January 13th, 2008, 01:58 AM
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Default Re: The severely complicated, muddled history...

It's my pleasure.

Swords and their history are a really interesting subject. And if you're going to discuss and understand the Tengu, who were said to be great craftspeople and masters of kenjitsu, then you need to understand the relation of swords in Asia.

By the way, it might also be useful to familiarize one's self with Shugendo. Tengus were believed to be followers of Shugendo, and are usually depicted wearing the yamabushi.

Tengus also tended to carry around fans which had magical power over winds, and could sometimes shapechange into human form. They were also often depicted as vengeful ghosts and spirits of war, chaos, and vanity, but not always as evil beings.

The king of the Tengu is Shojobi. He's said to have the strength of 1000 normal Tengu and is a prominent figure in Shugendo.
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  #13  
Old January 14th, 2008, 09:06 PM

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Default Re: A new tengu nation



This is just the recruitable units. I have not really started on the commanders yet but I figured I'd give a glimpse of the mod or at least how the units are going to look. I know the shadows on a few of the units need to be fixed as well. It isn't too creative either but I figure it gets the job done.
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  #14  
Old January 19th, 2008, 10:14 PM
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Default Re: A new tengu nation

I think the graphics are quite respectable.

Might I suggest a human sacred commander "kensai" unit? Or possibly as a multi-hero: Human, no armor, dressed in clothes similar to "akidogi" (wiki it), great attack/defense, high MR, armed with one of the better magical 2-handed swords, possibly with some special abilities , but basically there as a fast, hard to hit (as opposed to tough, armored) chaff-killer.

Just a thought.
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  #15  
Old January 20th, 2008, 12:49 AM

Shovah32 Shovah32 is offline
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Default Re: A new tengu nation

The problem with that idea is that to be a chaff killer, the Kensai would probably need defense in the 30s or more incase he got surrounded. Even if he was given some magically forged armour, the human HP could be killer - although not as much as without the armour(obviously).
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  #16  
Old January 20th, 2008, 11:42 AM

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Default Re: A new tengu nation

I was actually thinking about doing something like that. Have to see how it will work out once I get to play-testing. School has been taking much of my time though, and even weekends are being taken over by homework at the moment.
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  #17  
Old January 21st, 2008, 12:23 AM
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Default Re: A new tengu nation

Shovah, I think, with Dominions, we've got one of two options: either allow humans to *be* humans, with "human hit-points" and all the rest, and still manage to rise to the challenge of finding a way to produce "merely" human units which bridge the gap between being chaff and destroying chaff,

or,

we own up to humans being in the game only because we want them in the game for sentimental reasons, but only as second-class citizens.

As difficult as option 1 may be, and as much as the current limitations of humans in Dominions may seem insurmountable, option 2 is fairly ridiculous and very lame.
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  #18  
Old January 31st, 2008, 06:59 PM

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Default Re: A new tengu nation

I will hopefully finish the images for the commanders by this weekend as long as I find time for it. Playtesting it might be a problem for me since I can't view battles since my machine is a bit too slow to be running the game. This should not be much of a problem if I get my dad's laptop by the time playtesting is needed.
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  #19  
Old January 31st, 2008, 08:01 PM

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Default Re: A new tengu nation

The graphics on the previous page look really really nice. The only negative comment I'd have would be that the crow head one of them has looks a bit funny. Maybe a bit small or something.
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  #20  
Old January 31st, 2008, 08:56 PM

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Default Re: A new tengu nation

Thanks for the comments. About the crow heads, I just transferred the tengu head from one of the regular units in the game over where the human head should be but perhaps they are too small. I'll consider working on the issue.
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