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  #1  
Old January 28th, 2009, 07:20 AM

rdonj rdonj is offline
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Default Re: [Beta] Nosophoros - The Vampire Lords

You also have an argument in that it bolsters your resolve fighting alongside those who have died and come back. Knowing that even if you fall in battle you'll be brought back, still "living" might help to take the sting out of dying. Depends on your mentality a bit, I haven't checked out the mod yet so feel free to correct me if it doesn't really make sense that way
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  #2  
Old January 28th, 2009, 10:43 AM

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Default Re: [Beta] Nosophoros - The Vampire Lords

About the skeletons: Yes, I had seen that, too. First I was confused, that they are neither mindless, nor "never heals" (Btw, in opposite of what Endoperez said earlier, I'm pretty sure, all "never heals" units heal in a lab, not just magic beings.)

But the spell and creature description makes clear why they are not mindless and allows speculation, how they heal.

They still have around 30 moral, that's why I found the standard to be strange.

Moral: That is another thing. Usually there is
99: Berserk (fights on and on)
50: Mindless (dissolves on army rout)
30: nearly immune to fear (retreats with army but not on his own)
8-18: Varying degrees of braveness.

Seeing values like 28 or 32 maks me thinking why you have not just taken 30.



About the forge bonus: I imagined as much for the earth magic thing. Ido like that image of the necromancer, too.
Maybe you add a E2D1 (or something) spell "Create Homunculus" to Construction for them.
But a forge bonus is something diffrent (doh, I'm the one to say, while working on a mod with a forge bonus unit atm myself. ).
Not even the middle era Agathan Golem Crafter has one. Not even the Dwarven smith of Vanheim allthrough I guess, that might be a mistake.
So does your nation have as much right to have expert item forgers as Caelum or Ulm? Well, okay, yours has only 15% so that sounds okay although he has really good magic for a forger.
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  #3  
Old February 6th, 2009, 09:07 AM
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Default Re: [Beta] Nosophoros - The Vampire Lords

Wow, looks really nice! I like the glowing eyes. Haven't actually tried it out yet, but I will when I get a moment.
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http://z7.invisionfree.com/Dom3mods/index.php?
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  #4  
Old February 6th, 2009, 12:23 PM
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Default Re: [Beta] Nosophoros - The Vampire Lords

Quote:
Originally Posted by vfb View Post
Wow, looks really nice! I like the glowing eyes. Haven't actually tried it out yet, but I will when I get a moment.
Thanks ^_^
If you have some critque/ideas/comments/bugs I really like to know, The more feeedback the better the chance to catch the bugs, reducing stuff that's waaay overpowered, or if you have any general question about the mod.
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Nosophoros: The Vampire Lords - v1.02
Conquest of Elysium 3 GUI mods
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  #5  
Old February 10th, 2009, 03:24 PM
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Default Re: [Beta] Nosophoros - The Vampire Lords

Anyone interested in finding typos/grammers? Credit will be given.
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Nosophoros: The Vampire Lords - v1.02
Conquest of Elysium 3 GUI mods
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  #6  
Old February 10th, 2009, 03:47 PM

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Default Re: [Beta] Nosophoros - The Vampire Lords

Wow, Thilock.

I appreciate all the effort you have put into this, including that trailer. Very creative. (I also like how you mentioned open source tools. )

I will hopefully have time to try this mod in the next couple of weeks. But, I'll look for typos and grammar errors today.
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Old February 10th, 2009, 06:13 PM

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Default Re: [Beta] Nosophoros - The Vampire Lords

Attached is a patch for Nosophoros.dm. It handles some spelling, noun-verb agreement, and sentence structure issues. I think that there are still some clauses that need to be delimited by commas, but I left them alone because my judgement is somewhat poor in that area. There are also a couple of gender questions and some singular-plural alternations that I did not address. (I'm a software engineer / physicist, not an English teacher.... )

Some additional notes:
  • #secondtempshape for Children of the Night might need to be #secondtmpshape, according to the modding manual.
  • #stealth for The Chosen One might need to be #stealthy, according to the manual.
  • #nametypes for the Skeleton Guard might need to be #nametype, according to the manual.
  • Likewise for the other members of the Skeleton family....
  • For the Shadow Necromancer, #magicspell is probably supposed to be #magicskill.
I did not change these, but am pointing them out for your review.
Attached Files
File Type: zip Nosophoros_diff_1.zip (6.5 KB, 229 views)
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  #8  
Old November 13th, 2009, 04:14 PM
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Default Re: Nosophoros - The Vampire Lords

This mod seems quite intresting, don't know how it managed to get under my radar. Haven't had the chance to play yet, just skimmed over the manual (which is quite nice, btw). I'll give this mod a whirl sunday and tell how I felt.

Big bonus points for the extraordinally pretty first post.
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  #9  
Old November 16th, 2009, 06:01 AM
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Default Re: Nosophoros - The Vampire Lords

Added for download (seperatly) 1 Pre-made Pretender;


Vampire King
-------------------------------------------------
Ivan, Warrior Against the Sun, the Watcher of the Gallows, Lord of Terror is a Pretender God trying to banish all other Pretenders and become a true God.

The Vampire King is one of the most powerful Pureblood vampires yet to live. The search for godhood has been an obsession for the Vampire King since his audience with The Oracle.
With his recent success in gathering all The Vampire Lords as his vassals, he has cleared the first obstacle to achieving godhood.

Name: Ivan
Magic: 6 Blood Magic, 4 Death Magic, 4 Astral Magic
Dominions: 6
Order: 0
Productivity: 1
Cold: 1
Growth: 1
Drain: 2
Awakening: None

Point left: 5

Bless Bonus: 100% Afflication chance, +3 strength, +1 Magic Resistance
Death Magic Bonus: Expanded Maxage for Pretender
Productivity: income +4%, resources +15%, supplies +20%, growth +0.2%
Drain: units etc. +1 magic resistance, -2 research

An undead immortal regenerating Pretender which each turn Newblooded Vampires will be created.
3 Different Magic paths, Blood, Death and Astral which makes the Pretender a good spellcasters and researcher (16-2(drain)=14)
Also with his immortal and regeration abilities he will do good on the battle fields within your own dominions.
The Sacred units of his army may not recieve the biggest bless bonus, but should be seen as a little buff.

Early game, it will be a good idea to conquer surrounding lands and build temples ASAP. The extra army The Vampire King produces should make it an easy task against independent lands.
When that is done, get priests to blood hunt and sacrifices, while your necromancers do most of the research.
The main focus of the research should be Blood Magic (horrors) and access to more powerful vampire summoning.
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Conquest of Elysium 3 GUI mods
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  #10  
Old November 16th, 2009, 06:05 AM
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Default Re: Nosophoros - The Vampire Lords

Added:
A new updated Nosophoros Unit Chart
New Shadow Dragon Banner


I have begun on the new Mod: Nosophoros: Pavor Nocturnus. It will be compatible with this one and will be Nosophoros Early Age.
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Nosophoros: The Vampire Lords - v1.02
Conquest of Elysium 3 GUI mods

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