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  #31  
Old August 28th, 2009, 05:12 AM

rdonj rdonj is offline
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Definitely curious to see what he'll be like! One question though, shouldn't his banner and shield be purple as well?
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  #32  
Old August 28th, 2009, 06:31 AM

Sombre Sombre is offline
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

I think currently the rider is a bit too eclipsed by the griffon/shield.
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  #33  
Old August 28th, 2009, 11:51 AM
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Burnsaber Burnsaber is offline
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Quote:
Originally Posted by rdonj View Post
Definitely curious to see what he'll be like! One question though, shouldn't his banner and shield be purple as well?
Doesn't work, because then the purple and gold shield would "drown" into the purple and gold barding.

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Originally Posted by Sombre View Post
I think currently the rider is a bit too eclipsed by the griffon/shield.
Hmm. Looking at it from an new angle, I can see your point. I lowered his shield down and made it a bit less shiny. Changed pic below with a new hero, The Black Knight.

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  #34  
Old August 28th, 2009, 08:41 PM

Ruefiesty Ruefiesty is offline
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

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Originally Posted by Burnsaber View Post
Hmm. Looking at it from an new angle, I can see your point. I lowered his shield down and made it a bit less shiny. Changed pic below with a new hero, The Black Knight.

I am liking the Black Knight he's looking good. I think the thigh is a bit big but the angle your pushing it at is kinda a hard one to adjust. On a second thought with the King the shield I would think would be down just one more pixel but its much better with it dropped as you've done. Very impressed.
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  #35  
Old August 29th, 2009, 12:04 AM

Trumanator Trumanator is offline
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

Do you think that you could drop the foot knights' enc a bit perhaps? Or at least give them some two handed weapons, since as rdonj has posted already, there is essentially no reason to recruit them instead of Yeoman or mounted knights.
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  #36  
Old August 29th, 2009, 07:44 AM
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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

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Originally Posted by Trumanator View Post
Do you think that you could drop the foot knights' enc a bit perhaps? Or at least give them some two handed weapons, since as rdonj has posted already, there is essentially no reason to recruit them instead of Yeoman or mounted knights.
Yeah, I'm going to give them -1 Enc and +1 Str in the next update. If they still suck after that, I'll probably give them 2-handed weapons or reduce their encumberance further by a custom "Wooden Kite Shield" shield with only 1 encumberance, but lower stats all around)
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  #37  
Old August 29th, 2009, 08:39 PM

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Default Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6

On the plus side, at least Brettonia is in a good position to cast relief.
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  #38  
Old August 30th, 2009, 10:53 AM
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Default Re: Bretonnia, Knights of the Grail v.0.8

OK, mod updated.

List of changes from 0.6 to 0.8

Code:
- Improved graphic for Pegasus Knights and Grail Knights
- 2 new heroes, The King and The Black Knight
- Removed autosummons, but powered other summons.
- Morale boosted for Grail Knights to 30
- KotR to hp 12 to bring "in line" with MA Mar/man knights
- Better stats for footed knights (+1 str, -1 enc)
- Added lenght to "Heroic" weapons
- Made Questing Knights into no-leaders
- Pegasus knights to recruit everywhere, with slight increse in resource cost.
- Made compactible with the chaos mod
- Added Trumanator's fixed nation description
- More Knight names (104 different names now)
- Improved grammar in descriptions
- Footed KotR got castledef and patrolbonus
- Hounour Guard of Knight Commanders changed for thematic reasons. Lord gets now 1 mounted KoTR. Marquis and Duke get 2 Mounted KoTR's. Gold costs raised to compensate.
- Starting Commander changed to Lord.
I'm intending to put this mod to a MP game soon, so I'm especially intrested in toughts and suggestions on that front.
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  #39  
Old August 30th, 2009, 12:30 PM

Calchet Calchet is offline
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Default Re: Bretonnia, Knights of the Grail v.0.8

Seems like a neat mod, and I'll be sure to use it alongside the other Warhammer nations.

Simply looking at the graphics, I find most of the units look very good - especially most of the the mounted ones, where I think you've done a wonderful job.
That said, I feel the king looks a bit... bland, compared to his tabletop incarnation, as well as the other units - even the knights errant look flashier to me.

I imagine it's likely the default dom3 Gryphon's fault, coupled with the single-colour heraldry - but, rather than merely complaining, I figured I'd try to translate the tabletop model into a sprite, to see how that went, and I'm quite satisfied with the result. In addition to using it for my own pleasure, I figure I might as well share it with the rest of you, as well as giving Burnsaber the option of putting it in the mod, should he desire. The sprite itself is in the public domain and may be used however you desire.
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  #40  
Old August 30th, 2009, 02:31 PM
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Default Re: Bretonnia, Knights of the Grail v.0.8

I must admit, that griffon looks absolutely wonderful. I tried to draw my own griffon, but it sucked pretty hard, so I defaulted to the Dom3 one. Do you mind if use a edited version of your King in the next update?
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If you need to ask something about modding, you can contact me here.

See this thread for the latest info concerning my mods.
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