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  #41  
Old April 30th, 2007, 08:58 AM

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I used the sprite extraction only for the Gilgan unit, which is a modified Ancient One Lord. Attached is a graphical comparison; you can see I didn't really have to change that much to make a very different unit.
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File Type: bmp 516436-Copy of Slate.bmp (26.6 KB, 150 views)
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  #42  
Old May 1st, 2007, 02:40 AM
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Default Re: Current projects

very cool, I can't wait for the mod!!
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  #43  
Old May 2nd, 2007, 12:34 PM

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Anyone here played Warwind or its sequel?

I am very tempted to dom3ify the Tharoon, Oblinox, Shamali and Eaggra. Probably as two races (Sun alliance and Overlords) rather than 4. Although warwind had some scifi and futuristic stuff in there, it was mainly fantasy and would translate very well. I think some of the graphics could be used as base templates too.

Rough ideas,...

OVERLORDS

Tharoon
Race: Nagalike purple guys, 8 AP, high MR, physically a bit weak, but skilled.
Military: Expensive ceremonial guard, assassins and rogues, poisoned and magical weapons, no cavalry,....
Magic: D+S mainly,. Good researchers, excellent but expensive casters.
Priests: Average.

Oblinox
Race: Three legged hippo people. Low MR, good morale, high HP, 10 AP.
Military: Various strong infantry, good prot options. No cav, only ranged are hard to amass elite troops.
Magic: E+F mainly, not a focus of the race, forgebonus.
Priests: Weak.




SUN ALLIANCE

Eaggra
Race: Plantlike guys. Numerous, siegebonus, domspawns.
Military: Excellent rangers, numerous chaff some of which is ranged, some light cav.
Magic: N+E mainly, average level.
Priests: Average.

Shamali
Race: Odd biege humanoids. Almost all sacred.
Military: Almost no prot whatsoever, quarterstaffs and other defensive weapons used, mr based chi attacks and martial arts. Trampling cavalry.
Magic: S+W mainly, all casters sacred, most commanders have some.
Priests: Strong.
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  #44  
Old May 3rd, 2007, 03:25 AM
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if you do this, may I suggest that you add some of the critters as spells only usable by the four new nations.
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  #45  
Old May 5th, 2007, 04:21 AM

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Default Re: Current projects

2 new nations. May well do.
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  #46  
Old May 5th, 2007, 01:14 PM

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While I was updating my mods to work with 3.08, I found the left side of my brain was at a loose end, so I doodled up this elite tharoon soldier for the Overlords nation I'm going to make.

It's attached. It was a quick job based on a naga, but I think it turned out ok.

[image]http://www.shrapnelcommunity.com/threads/uploads/518392-tharoon%20elite.bmp[/image]
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  #47  
Old May 5th, 2007, 03:46 PM
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Looks a little bit like an Eldar to me... cool.

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  #48  
Old May 6th, 2007, 06:57 AM

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I'm on the verge of deciding to do a Warwind based nation next and here are some thoughts on the Tharoon/Obblinox alliance nation. I might make it as two seperate nations,... I might make the tharoon first, then slowly add obblinox until I have the whole nation,.. I'm not sure.

Anyway, this is a rough plan.


THAROON

UNITS

Servant (cheap infantry - spear/jav and sword/shield versions, very light armour)
Executioner (elite infantry - halberd and bone armour) CAP ONLY
Rover - (Drake/wyrm riding cavalry - ok armour, low morale, high cost, sword)
Rogue - (stealthy troop - light armour and two daggers)
Skytroop - (flying medium inf - good armour, mechanical/magic wings, magic weapon)


LEADERS

Overseer (whip armed basic commander ldr 40 no armour)
Destroyer (elite executioner commander - ldr 80) CAP ONLY
Assassin (ldr 10 stealthy 15 assassin, poison daggers)
Minister (powerful death/astral mage, excellent leader, level 2 priest) CAP ONLY
Psychic (weakish communion slave with mind blast)
Psionic (powerful astral mage with mind blast)

HEROES

Female assassin (with magic, very high wages) MULTI
Slayer Mortis (killing machine fighter, high fear, no magic) UNIQUE
Prime Minister of Death (Very powerful, high SD magic, immortal) UNIQUE



OBBLINOX

UNITS

Brute (primitive obblinox - club and furs)
Grunt (Standard heavy/med inf - battleaxe, good armour)
Veteran (upgraded grunt - battleaxe, heavy armour + single shot heavy arbalest thingies)
Guard (ranged patroller - crossbow, medium armour, patrol bonus)

LEADERS

Captain (grunt/vet leader, standard/banner effect)
War General (very thuggable, great leader)
Engineer (Siegebonus leader with a little magic)
Alchemist (forge bonus 25, but only minor fire and earth)
Warlock (Strong fire and earth combat mage - poor research)

HEROES

Venerable One (half captain half alchemist, good research) MULTI
Renegade Warlock (upgraded warlock) UNIQUE
Legendary Hero (superb thug and H3 priest) UNIQUE
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  #49  
Old May 6th, 2007, 08:29 AM

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Default Re: Current projects

After some further thought and tinkering, I've decided to make all 4 races and then see if it's worth combining them into 2 alliances.

The first race to be made will be the Tharoon, because I like them best and their units are distinctive and fairly easy for me to draw. Attached is a pic of three tharoon infantry units - The servant warrior, the Executioner infantry and the sacred Destroyer guard. All tharoon have natural prot of about 4 or 5 and the Executioner and Destroyer are wearing hybrid bone armour which is very good for the resource cost. The Destroyer is particularly well armoured, as you can see. The commanders for these infantry will just be slightly modified sprites. I've done the attack sprites but they aren't shown.
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File Type: bmp 518644-tharoon preview.bmp (45.1 KB, 138 views)
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  #50  
Old May 6th, 2007, 11:10 AM
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I have some graphics for a possible hero to that nation... *SCNR*
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