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August 5th, 2004, 07:16 PM
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Second Lieutenant
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Re: New Jotun theme: Muspelheim
You might want to give them a bit of earth magic, so they can get magma spells.
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August 5th, 2004, 08:25 PM
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Second Lieutenant
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Re: New Jotun theme: Muspelheim
Quote:
Originally posted by Azhur:
Some are capable of wearing armor, but it must be made of steel, otherwise it would burn down. That'll make protection value high, but their encumbarance is incredible high (pick a <5) and defence is also much lower.
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Exactly like Abysia.
I suppose we should also note that this theme's access to fire magic and fire immune units provides a defense against Dom 2's most reliable giantkillers: Swarms of expendable goons(Especially undead), and point-blank annihilation*. A giant mage is also one of the few non-SC mages that can be safely placed in the front lines, casting Flame Eruption after Flame Eruption.
* Granted, shock resistance would be a good deal more useful. Still, fire resistance beats cold resistance by a not-insignificant margin.
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August 9th, 2004, 01:55 PM
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Corporal
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Re: New Jotun theme: Muspelheim
First problem(s) sprouted... bad monster descr. Hope you can solve it. I used the ashikaga.md as a body for my project, so there are some insignificant affinities. The project is still under heavy construction, but please post comments also. Still lacks priests, additional mages, new pretender, national heroes+spells and unique equipment.
#modname "Fire of Muspelheim"
#domVersion 2.12
#description "A mod changing the nation of Jotunheim into the homeland of Muspehulm, a nation of fiery giants who worship their almighty fire giant god, Surt."
#icon "./muspelheim/muspelicon.tga"
#Version 0.2 "Mod created by Azhur for use in the public domain. This mod uses unit numbers 1800-1811 and an alternate nation flag.
New National Summons
Summon Lava Golem (5F) - Summons a lava golem with high protection and strength. (Not implemented yet)
#newarmor 300
#name "Rock Mail"
#type 5
#prot 8
#def -2
#enc 3
#end
#newmonster 1800
#name "Muspel Militia"
#spr1 "./muspelheim/militia.tga"
#spr2 "./muspelheim/militia2.tga"
#descr ""
#ap 13
#mapmove 2
#hp 38
#prot 2
#size 4
#str 18
#enc 5
#att 10
#def 8
#prec 10
#mr 12
#mor 10
#gcost 33
#rcost 12
#weapon "Jotun Axe"
#armor "Rock Mail"
#fireres 100
#coldblood
#end
#newmonster 1801
#name "Muspel Hurler"
#spr1 "./muspelheim/muspelhurler.tga"
#spr2 "./muspelheim/muspelhurler2.tga"
#descr ""
#ap 13
#mapmove 2
#hp 35
#prot 3
#size 4
#str 20
#enc 4
#att 10
#def 5
#prec 10
#mr 12
#mor 12
#gcost 40
#rcost 10
#weapon "Boulder"
#weapon "Axe"
#armor "Rock Mail"
#fireres 100
#coldblood
#end
#newmonster 1802
#name "Muspel Axeman"
#spr1 "./muspelheim/axeman.tga"
#spr2 "./muspelheim/axeman2.tga"
#descr ""
#ap 12
#mapmove 2
#hp 39
#prot 5
#size 4
#str 20
#enc 6
#att 10
#def 9
#prec 10
#mr 12
#mor 12
#gcost 40
#rcost 20
#weapon "Jotun Axe"
#armor "Rusty Scale Mail Hauberk"
#fireres 100
#coldblood
#end
#newmonster 1803
#name "Muspel Huskarl"
#spr1 "./muspelheim/huskarl.tga"
#spr2 "./muspelheim/huskarl2.tga"
#descr ""
#ap 13
#mapmove 2
#hp 38
#prot 4
#size 4
#str 20
#enc 5
#att 10
#def 11
#prec 10
#mr 12
#mor 13
#gcost 48
#rcost 15
#weapon "Jotun Spear"
#armor "Rock Mail"
#fireres 100
#coldblood
#end
#newmonster 1804
#name "Muspel Giant"
#spr1 "./muspelheim/muspelgiant.tga"
#spr2 "./muspelheim/muspelgiant2.tga"
#descr ""
#ap 14
#mapmove 3
#hp 85
#prot 3
#size 4
#str 23
#enc 4
#att 11
#def 11
#prec 11
#mr 15
#mor 14
#gcost 200
#rcost 24
#weapon "Jotun Axe"
#armor "Rusty Scale Mail Hauberk"
#fireres 100
#coldblood
#heat
#holy
#end
#newmonster 1805
#name "Muspel Wanderman"
#spr1 "./muspelheim/wanderman.tga"
#spr2 "./muspelheim/wanderman2.tga"
#descr ""
#ap 14
#mapmove 2
#hp 43
#prot 3
#size 4
#str 22
#enc 4
#att 12
#def 10
#prec 10
#mr 13
#mor 13
#gcost 66
#rcost 7
#weapon "Jotun Battleaxe"
#armor "Rock Mail"
#fireres 100
#coldblood
#mountainsurvival
#end
#newmonster 1806
#name "Muspel Hirdman"
#spr1 "./muspelheim/hirdman.tga"
#spr2 "./muspelheim/hirdman2.tga"
#descr ""
#ap 13
#mapmove 2
#hp 45
#prot 3
#size 2
#str 14
#enc 2
#att 13
#def 17
#prec 13
#mr 11
#mor 14
#gcost 100
#rcost 18
#weapon "Jotun Longsword"
#armor "Rusty Scale Mail Hauberk"
#fireres 100
#coldblood
#end
#newmonster 1807
#name "Muspel Scout"
#spr1 "./muspelheim/scout.tga"
#spr2 "./muspelheim/scout2.tga"
#descr ""
#ap 14
#mapmove 2
#hp 42
#prot 3
#size 4
#str 22
#enc 4
#att 12
#def 10
#prec 10
#mr 13
#mor 13
#gcost 65
#rcost 8
#weapon "Jotun Spear"
#weapon "Javelin"
#armor "Rock Mail"
#noleader
#stealthy
#holy
#fireres 100
#coldblood
#mountainsurvival
#end
#newmonster 1808
#name "Muspel Herse"
#spr1 "./muspelheim/herse.tga"
#spr2 "./muspelheim/herse2.tga"
#descr ""
#ap 13
#mapmove 2
#hp 43
#prot 5
#size 4
#str 21
#enc 6
#att 11
#def 11
#prec 10
#mr 12
#mor 13
#gcost 80
#rcost 18
#weapon "Jotun Longsword"
#armor "Rusty Scale Mail Hauberk"
#holy
#okleader
#fireres 100
#coldblood
#end
#newmonster 1809
#name "Muspel Jarl"
#spr1 "./muspelheim/jarl.tga"
#spr2 "./muspelheim/jarl2.tga"
#descr ""
#ap 13
#mapmove 2
#hp 48
#prot 5
#size 4
#str 22
#enc 6
#att 12
#def 12
#prec 10
#mr 13
#mor 14
#gcost 150
#rcost 18
#weapon "Jotun Longsword"
#armor "Rusty Scale Mail Hauberk"
#fireres 100
#holy
#goodleader
#end
#selectmonster 1810
#name "Muspel Worshipper"
#spr1 "./muspelheim/worshipper.tga"
#spr2 "./muspelheim/worshipper2.tga"
#descr ""
#ap 15
#mapmove 2
#hp 42
#prot 3
#size 4
#str 21
#enc 4
#att 11
#def 13
#prec 10
#mr 17
#mor 12
#gcost 270
#rcost 12
#weapon "Quarterstaff"
#armor "Rock Mail"
#fireres 100
#magicskill 0 3
#magicskill 5 1
#magicskill 50 1
#poorleader
#researchbonus 7
#end
#newmonster 1811
#name "Muspel King"
#spr1 "./muspelheim/king.tga"
#spr2 "./muspelheim/king2.tga"
#descr ""
#ap 14
#mapmove 3
#hp 100
#prot 3
#size 4
#str 25
#enc 4
#att 12
#def 16
#prec 12
#mr 18
#mor 15
#gcost 640
#rcost 35
#weapon "Jotun Longsword"
#armor "Rusty Scale Mail Hauberk"
#fireres 100
#holy
#heat
#fear -3
#goodleader
#researchbonus 7
#end
#selectnation 12
#name "Muspelheim"
#descr "First of worlds was Muspellheim, in the Southern regions. It is bright and hot. That place is aflame, and burning and it is impassable to those who
are not native to it. There is one called Surt who is stationed there at the frontier to defend that land. He has a flaming sword and at the end of the world
he will go and wage war and burn the whole world with fire."
#flag "./muspelheim/muspelflag.tga"
#color 0.60 0 0.43
#clearrec
#nothemes
#clearsites
#startsite "Fountain of Fire"
#startsite "Fountain of Fire"
#end
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Ïa Ïa Cthulhu Fhtagn!
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August 9th, 2004, 02:05 PM
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Major General
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Re: New Jotun theme: Muspelheim
Quote:
I suppose we should also note that this theme's access to fire magic and fire immune units provides a defense against Dom 2's most reliable giantkillers: Swarms of expendable goons(Especially undead), and point-blank annihilation*. A giant mage is also one of the few non-SC mages that can be safely placed in the front lines, casting Flame Eruption after Flame Eruption.
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That reminds of my suggested Abysia theme, "Blood of Giants", with Giantbred (immune to both heat and cold), as a gag poking fun at the Jotunheim "Smouldercone Traitors" theme in....2.08?
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August 9th, 2004, 02:45 PM
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Lieutenant Colonel
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Re: New Jotun theme: Muspelheim
Im just guessing here (Im in the spirit of helping mods lately, check out the draconian mod thread ), maybe its the fact that your monster #descr is ""?
Try writing "incomplete" in all of the #descr's and see if it works, I don't think anything else can cause a problem with monster description.
BTW, it might be the mod description (if it would have said there is a problem in the MOD description) which is that Im not sure if all regular punctuation is allowed, some games have special commands for things like apostrophes (&apos for that, atleast in one other game =P).
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August 10th, 2004, 05:38 AM
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Corporal
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Re: New Jotun theme: Muspelheim
Ok the code is working fine now (thanks to Agrajag). Now I've come up with the next problem: unit graphics. I am trying to edit Jotunheim units to fiery Muspelheim giants, but there's one unsolved issue. When I take a model (e.g Jotun jarl), I can only use the colors, that are already on it (like brown, black and grey). So that forbids me using red and yellow, which are to be the main colors of Muspel units. So.. help me out!
Oh and I'm using Paint Shop Pro 8.
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Ïa Ïa Cthulhu Fhtagn!
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August 10th, 2004, 05:49 AM
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Second Lieutenant
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Re: New Jotun theme: Muspelheim
Save the file as .jpg Now open <JotunJarl>.jpg
Then when you are finished recolouring save the file as .tga
That's how I do
best regards
Thilock
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August 10th, 2004, 06:49 AM
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Lieutenant Colonel
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Join Date: Jul 2004
Location: Israel
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Re: New Jotun theme: Muspelheim
Quote:
Save the file as .jpg Now open <JotunJarl>.jpg
Then when you are finished recolouring save the file as .tga
That's how I do
best regards
Thilock
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Actually, the easier way (if you are using photoshop, the best .tga editor I know) is just to change the color definition.
Image>Mode>RGB Color
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August 10th, 2004, 11:31 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
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Re: New Jotun theme: Muspelheim
Quote:
Quote:
Save the file as .jpg Now open <JotunJarl>.jpg
Then when you are finished recolouring save the file as .tga
That's how I do
best regards
Thilock
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Actually, the easier way (if you are using photoshop, the best .tga editor I know) is just to change the color definition.
Image>Mode>RGB Color
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I think the result will be best with the 'Hue & saturation' option IMHO...marking the parts you wanna change and do the 'H&S'.
Also if he wants to add more than recoluring the jotuns like giving them a new sword or alike, it will be a good Idea to change format. That would be my advise ...but again we all works diffrently when it comes to paint programs
with best regards
Thilock
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August 12th, 2004, 07:30 AM
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Corporal
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Re: New Jotun theme: Muspelheim
That hue & saturation was nice.. units lack personality though, so I'm prepared to do em pixel by pixel.
I turned jotunheim gifs -> tga-files and tested. I get this kind of error message, "FSA: bad tga file". What could it possibly mean?
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