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February 17th, 2007, 03:06 AM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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Re: Vaettihiem SE 1.0
Quote:
I just need to know how to get the vanilla graphics in a clean form
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Not possible. The right size sprites you can get from inside the battle screen. The whole process is not very efficient and too hard.
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February 17th, 2007, 12:12 PM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
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Thanked 153 Times in 101 Posts
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Re: Vaettihiem SE 1.0
Quote:
Amos said:
Also there was a tutorial for taking sprites out of the game by Endoperez but I have no idea where that is. I wish someone would "sticky" those posts.
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My old method (for DomII) doesn't work any more. I did post it here in the Dom3 modding subforum, but I hadn't tested it properly and the units aren't shown in their original size (in e.g. description window) when Dom3 is windowed.
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February 17th, 2007, 01:43 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Vaettihiem SE 1.1
Ah well. I can get the images in a sort of wrong size blurry format, but that's not too good,... still I used it to make a troll shaman (the troll mage as a template) who doesn't look awful, even with my useless graphical skills. Oh and the archer isn't as bad looking as I made him sound. He's fine from normal battleview distance.
It's spring festival out here (in china) right now,.. but in a few days I'll update this, maybe update the avernum nation,.... neither is getting national spells added just yet because I haven't wrapped my head around spell modding at all,.. but in the future they should do. I'll also update the mod list (I think people are finding it useful) and announce another nation I'm messing about with based on the poetry of the English Civil War. Yes, the poetry. You heard right.
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February 19th, 2007, 07:56 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Toulouse, FRANCE
Posts: 436
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Re: Vaettihiem SE 1.0
I love this mod, but there are two things that seems not right:
- The draconian chief should'nt have hands
- normal Trolls have 11 natural protection, already one of the best for a recruitable units, if not the best (of course some summons have better protection).
ow come that forest trolls, supposed to be a slightly smaller (less HP and strength) version of mountain trolls, have 14 base protection ?
With so much protection, a small pack of forest trolls or wolf trolls can take almost any indeps province.
If you really wants them to be better armored that normal trolls, just give them better equipment (or maybe let them have less armor that mountain troll, but with better combat values, or give them a protection for the head)
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February 19th, 2007, 12:28 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Vaettihiem SE 1.0
Weird, I don't remember changing the prot value to be different from vanilla trolls. Let me look into this (wolf trolls do seem a bit invincible) and I'll probably drop the prot down. As for the Dracboss, sure I'll chop off the hands.
Next version will be out in a couple of days. It will be very nearly final for this SE. Glad you like it so far - check out the Exile/Avernum mod too if you have time.
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February 21st, 2007, 12:52 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Vaettihiem SE 1.0
New version released. Check the first post.
The troll prot values are sorted out (trolls are still niiice shock infantry, but cost twice as much as Jotun giants and aren't twice as powerful).
Other than that, tell me if you like the new graphics for the two extra vaetti and the shaman. Believe me when I say they were more difficult to make than it might look.
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February 22nd, 2007, 03:45 AM
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Private
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Join Date: Jan 2007
Posts: 11
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Re: Vaettihiem SE 1.0
I like the changes a lot, I noticed that the new archers are size level 2 and the groundbreakers description would leave me to believe that they should have some siege bonus.
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February 22nd, 2007, 07:30 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Vaettihiem SE 1.0
#Siegebonus is bugged. It doesn't work at all as far as I can tell.
The size is fixed though. Good catch. I've stuck up the new version, 1.35.
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February 23rd, 2007, 09:25 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Vaettihiem SE 1.0
Ok a very minor update taking us to 1.4.
This is just so Vaettihiem can be used with Zepath's late era mods. It's fun to have vaetti, dwarves and elves all going at each other. I'll ensure balance with Themiskyra too at a later date.
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March 14th, 2007, 07:18 AM
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BANNED USER
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Join Date: Feb 2007
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Update coming soon
Update imminent. If you want anything included in the mod now is the time to ask for it. Suggestions for another national hero are very welcome.
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