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June 3rd, 2004, 01:30 AM
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Second Lieutenant
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Join Date: Apr 2001
Location: Modena, Italy
Posts: 412
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Re: Black Moon Chr. mod
Some news about that mod ?
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June 3rd, 2004, 09:42 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Thanked 1 Time in 1 Post
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Re: Black Moon Chr. mod
Not many news... Lately I have been reformatting all the sprites to the 32x32, 32x64 etc. format suggested by the developers. Progress is slow, but steady...
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June 3rd, 2004, 02:50 PM
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Second Lieutenant
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Join Date: Apr 2001
Location: Modena, Italy
Posts: 412
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Re: Black Moon Chr. mod
So the only avaible modded race are still the Knight of the Light ? ... well, good luck with your "work" and let us know as soon as you have nice news!
Liga
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June 8th, 2004, 10:57 PM
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Corporal
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Join Date: Feb 2004
Location: New Mexico
Posts: 149
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Re: Black Moon Chr. mod
Quote:
Originally posted by sube:
Not many news... Lately I have been reformatting all the sprites to the 32x32, 32x64 etc. format suggested by the developers. Progress is slow, but steady...
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Oh man sube... sure, we'reonly a handful of fans... but PLEASE hurry a bit ( ).
I don't know you, I don't know how busy your life is, (I know that I take ocasional vacations from gaming alltogether - the past few weeks for example) but please continue with this mod. Your graphics are some of the best I've seen for this game... and you already know that I like the setting.... so please get on with it!!!!
(I also speak for three other guys and my wife - all of whom are to shy to get on this board - although they ead it --- sheesh!)
Well thanks anyway (again) for the kol Mod. It's well ballanced (ahem... siege tower.. ahem) in it's latest Version, although personally I modded the cost of the mounted Master down a wee bit.
Keep it up.
c-ya.
__________________
One rescue a day... that's my motto. - Deathstalker II
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June 11th, 2004, 05:56 AM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Black Moon Chr. mod
The appearance of the units in battle is very nice!
I don't really know anything about the Black Moon background, but I'm looking forward to the mod, mainly because the units look fun and indicate that you have a lot of enthusiasm for the work!
PvK
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June 17th, 2004, 02:57 PM
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Second Lieutenant
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Join Date: Apr 2001
Location: Modena, Italy
Posts: 412
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Re: Black Moon Chr. mod
I have put them on
http://arrakis.unimo.it/~ligabue/dom2/mods
thanks Sube ... and good play!
Liga
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June 17th, 2004, 04:07 PM
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Sergeant
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Join Date: Dec 2003
Location: Würzbueg, Germany
Posts: 397
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Re: Black Moon Chr. mod
Both nations look awesome. I cannot say anything whether they are balanced or not, but they made a very good first impression. I hope to see the other nations soon!
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June 17th, 2004, 06:38 PM
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Corporal
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Join Date: Feb 2004
Location: New Mexico
Posts: 149
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Re: Black Moon Chr. mod
Thanks sube.
Hopefully I will get around to playing Lhynn this weekend.
Quick question for you or anybody who gets to play Lhynn before sunday: what is the size of the (unit) leviathan?
__________________
One rescue a day... that's my motto. - Deathstalker II
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June 18th, 2004, 01:42 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Re: Black Moon Chr. mod
Hi!
I just sent a new mod to illwinter, hopefully it will be available for dowload in a matter of days (don't know how busy is Kristoffer).
It's a zip file containing 2 mods independent from one another. The first is the Knights of the Light that was already on the mod page. The second changes Pythium into the empire of Lhynn. A few remarks about this second one:
- For those who haven't read the comics books, in time I'll also include a txt file briefly describing the story and the background.
- For those who have read the books, I based the empire of Lhynn on the battle in volume 5 or 6, ignoring the battle in volume 10 (since I hadn't really liked it...)
- Magic: low-level mages (max 2+1random)but a LOT of different mages, so the empire has access to fire, earth, water and astral, + a lot of randoms. In the battle I mentioned, you see a lot of mages hurling bolts and fireball at the enemy, that's were I got the idea of many (but not too powerful) elemental mages. The astral mages are based on the astrologers that try to interpretate the prophecy of the emperor, and will become capitol only units when that will be moddable.
- Leviathans are quite larger than elephants, so I gave them a lot of hp and good stats, but high price too
- The guidelines I adopted for the army is a strong infantry, with lot of different troops but no outstanding warriors, just disciplined and reliable (good morale and good equipment). Some elite units are present, but nothing outstanding. Officers are very good, all with the Standard ability. Cavalry is present but marginal.
I think that's all for now, write you later
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June 18th, 2004, 01:58 AM
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Second Lieutenant
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Join Date: Apr 2001
Location: Modena, Italy
Posts: 412
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Re: Black Moon Chr. mod
Quote:
Originally posted by sube:
Hi!
I just sent a new mod to illwinter, hopefully it will be available for dowload in a matter of days (don't know how busy is Kristoffer).
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Great!!! I cannot wait to see and test it! if you send me the zip ( liga(AT)treemme(DOT)org ) I'll make it downloadable until illwinter update the web site!
thanks Sube!
Liga
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