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Amos
June 20th, 2006, 10:33 PM
What do you think? Cant test it myself since i have no game:

http://img49.imageshack.us/img49/6677/bengehenom15wc.jpghttp://img49.imageshack.us/img49/99/bengehenom1a4oa.jpghttp://img57.imageshack.us/img57/6369/bonded19gf.jpghttp://img57.imageshack.us/img57/4774/bonded1a7zf.jpg

I've attached the latest version of the Nephilim Mod to this post.

PashaDawg
June 20th, 2006, 11:44 PM
They look wicked!

Ballbarian
June 21st, 2006, 01:59 AM
Very cool! http://forum.shrapnelgames.com/images/smilies/cool.gif

Nerfix
June 21st, 2006, 09:59 AM
Thos are awesome! http://forum.shrapnelgames.com/images/smilies/eek.gif Did you do those yourself!?

Can you possibly lend me a hand with some Dom 3 mods once the time comes?

Endoperez
June 21st, 2006, 10:50 AM
Some of the best ones I've seen done for any mod.

You might want to make the differences between normal and attack sprites a bit more visible, but they are very good even now.

Morkilus
June 21st, 2006, 12:32 PM
Very impressive. 8)

Amos
June 21st, 2006, 12:40 PM
I get lazy so i mostly copy-paste and try to make differences between attack and normal as small as possible so it looks better when they change on the screen, at least thats the theory.
The problem with icons is that they may look ok on black but in game they may look quite different, so consider this a work in progress.
http://img435.imageshack.us/img435/6336/darker5pa.jpg http://img206.imageshack.us/img206/6907/darker1a0dq.jpg
Example of copy-paste only icon

Tyrian
June 21st, 2006, 01:09 PM
Very nice!

shovah
June 21st, 2006, 06:23 PM
Very nice indeed, consider lending help to some of the other mods in progres if you have the time.

Amos
June 21st, 2006, 07:34 PM
I'm a perfectionist and have trouble releasing work of any kind. I can never finish it. Some one just asked me to release this set. I have no problems working on other peoples modes if they dont mind waiting forever for the Icons.

Nerfix
June 22nd, 2006, 06:02 AM
How did you become such a good spriter BTW? Have you done sprites for other games or what?

WraithLord
June 22nd, 2006, 06:12 AM
awesome!

Amos
June 22nd, 2006, 12:19 PM
I have done meshes, skins and sprites for all the modable games i have ever played. I wouldnt call myself good though since I just recycle other people work. None of this is original, for ex.: the wings on demon is from Gorgon sprite. I'm too lazy to do original work http://forum.shrapnelgames.com/images/smilies/wink.gif

WraithLord
June 22nd, 2006, 01:01 PM
I hope someone will incorporate those wonderful images in a mod.

[edit] I liked the BenGehenom (hebrew for son of hell) http://forum.shrapnelgames.com/images/smilies/happy.gif

Amos
June 22nd, 2006, 01:58 PM
Those sprites are from my mod WraithLord so they are already incorporated http://forum.shrapnelgames.com/images/smilies/happy.gif.

WraithLord
June 22nd, 2006, 02:06 PM
What mod???

[Edit] I have found your other thread... so is this mod meant for dom-III?

Amos
June 22nd, 2006, 04:31 PM
It is. It works in Dom 2 but you wouldnt like it anyway.

shovah
June 22nd, 2006, 05:13 PM
how come?

Amos
June 22nd, 2006, 05:55 PM
- Its just another Nephilim mod
- Its completely untested
- Its completely unbalanced (intentionally, to make national troops viable in later game. So its SP only)
- Very short descriptions (after I have read that some one had problems with mod with long descriptions I'll need to test every singly long line to make sure it works)

If you still want it I'll convert it to Dom 2. I just need to add spell and nation numbers (which i didnt touch in anticipation to Dom 3).

Amos
June 22nd, 2006, 08:01 PM
Here you go (Nation- Mictlan). Lets hope it works. Use at your own risk.
The nation is based on national summons Blood and Astral + Pretender (Shadow Emperor) with 5 Holy. Demon needs 5 blood to be summoned.
Sorry forgot to add Flag and Logo. Since i didnt have time to make a proper flag I used the one from Void's False Dawn mod.

WraithLord
June 23rd, 2006, 03:47 AM
Thanks!

Amos
June 23rd, 2006, 08:59 AM
Does it work?

shovah
June 23rd, 2006, 06:18 PM
no, when i went to make a god it said bad second shape command

Amos
June 24th, 2006, 04:13 AM
If you have other modes there maybe a conflict. This mod uses:
Units 1505-1520
Weapons 601-620
Armor 201-203
I removed the second shapes and added a new flag. If it works I'll have to redo the shapeshifters. If it doesnt work I'll just wait for Dom3 and test it line by line.

shovah
June 24th, 2006, 07:35 AM
bad #select monster command, maybe get some1 else who is good with mods to inspect what uve made, look 4 mistakes.

Amos
June 24th, 2006, 11:54 AM
I have made it in exact accordance with the mod manual. http://forum.shrapnelgames.com/images/smilies/confused.gif I used national spells of both Ermorian themes, maybe thats the problem. I used all other mods as models but no one has made an exact same mod as me. Last resort, I'm making all units buyable not summoned.

shovah
June 24th, 2006, 12:32 PM
please, dont resort to what others do. Just ask another good modder to check you work.

Turin
June 24th, 2006, 02:30 PM
Well I havenīt been asked, but I have fixed it. Your problem was that you had a couple of typos in the monster names. So the program coudnīt find those monsters. I have replaced all the names with their monster numbers to avoid that problem.

Here is the fixed .dm file

Amos
June 24th, 2006, 03:15 PM
Lol I should have read this before i changed the whole mod. Did you fix the Shape shifting version?
Tnx for your help. Could you tell me which names had mistakes in them?

shovah
June 24th, 2006, 04:39 PM
nice mod but where is all this shape changing i hear of?

Turin
June 24th, 2006, 04:55 PM
Where can I find the shapeshift version?

The names where I found obvious spelling mistakes was dusk elder(dask) , one of the heroes and one other guy, maybe the archbishop of eldergate.

But Iīd really use numbers and put the names of the monster you change in comments. Typohunting is pretty frustrating. Especially if they have names like quetzocoatl or mitychoplity or something http://forum.shrapnelgames.com/images/smilies/wink.gif .

Amos
June 24th, 2006, 04:56 PM
I removed it from the last version when i thought it was causing a problem, which it probably was since the error changed after removal. I'll reintroduce it into the corrected version.

Endoperez
June 24th, 2006, 05:18 PM
Turin said:
Where can I find the shapeshift version?

The names where I found obvious spelling mistakes was dusk elder(dask) , one of the heroes and one other guy, maybe the archbishop of eldergate.

But Iīd really use numbers and put the names of the monster you change in comments. Typohunting is pretty frustrating. Especially if they have names like quetzocoatl or mitychoplity or something http://forum.shrapnelgames.com/images/smilies/wink.gif .



Quetzalcoatl and Mictlipoctli? Yes, they are hard. I can't remember whether Quetzalco[u]atl had a 'u' or not! http://forum.shrapnelgames.com/images/smilies/wink.gif

Amos
June 24th, 2006, 05:32 PM
This is a shape shifter version. I added second shape to Vessel, first shape to Ruah, and shapechange to Lord Protector.
If there is an interest in the mod I'll wright full descriptions. Also how do sprits look in game?

shovah
June 24th, 2006, 05:58 PM
they look sweet, i really like the harlequin. one comment i will make is that the summons are too expensive, especially that guy that costs 40 astral.

shovah
June 24th, 2006, 06:12 PM
HOLY ****! id say atleast quadrupel the cost of those vessels. 30 gold, 1 resource and 1 holy for a recruitable at any castle unit who when killed transforms into a 120 health, 12 regen,trampling, 24 prot, recuperating beast and reverts to original form after fight. in my test game i have unequiped, lone vessel commanders soloing lvl 9 indies... for 30 gold.

Turin
June 24th, 2006, 07:11 PM
Yeah the mod is horribly unbalanced, but I really like the graphics. The shapeshange version seems to work flawlessly.

shovah
June 24th, 2006, 07:21 PM
now imagine vessels with a w9 bless... nasty. Tone down the recruitables and make the summons a little cheaper and it should be nice. How about make the vessel commander cost more and make the recruitable troops have a different second shape.

Amos
June 24th, 2006, 07:57 PM
Vessel should be a unit not a commander and only recruitable at the capital, if he is a commander in your game I'll remove his command options which I gave him for Gift of Reason. Lord Protector costs 40 astral because he can turn into Lord Ruah which is very strong but lacks command. Geting 40 astral shouldnt be a problem since you get 8 astral from sites. Try summoning Bengehenom 5 blood 100 slaves, now thats a powerful mob. Manipulators get 1 slave each turn thats why they cost so much.

shovah
June 24th, 2006, 08:09 PM
i had a vessel commander and unit. Never thought of summoning bengehenom and never shape shifted lord protector but will do now.

shovah
June 24th, 2006, 08:21 PM
remove bengehemons trample, it renders his trample obsolete and makes his weapons pointless

Amos
June 24th, 2006, 09:21 PM
Vessel made capital only, as was intended.
Trample removed from Bengehenom, Ruah and Lord Ruah. Vessel now costs 100gold and have low leadership (hopefully it is a commander and not a unit now). And try summoning Guardian, they are low blood powerful units.

shovah
June 25th, 2006, 09:26 AM
I think i summoned everything, I prefer the blue flag and lord ruah dosnt seem much better than ruah.

Amos
June 25th, 2006, 12:43 PM
Lord Ruah has better attack and better HP than Ruah. Also can be a permanent form and since it has better MR than Lord Protector has better chance of survival in case of magical attack on the province as opposed to Vessel.
I'm changing Vessel's cost to 300 gold and Guardian's spell to Revive Lictor as it should be a unit. If there are no bugs this will be a final version for now. I'm working on another nation.

shovah
June 25th, 2006, 04:04 PM
300 seems better, i still say the astral spells are a little costly.
good luck on your next mod.

shovah
June 26th, 2006, 03:07 PM
guardian is still the censor thing and is a commander me thinks.

Amos
June 26th, 2006, 07:39 PM
Lictors number is 259, and so is Guardians in this version. Maybe you have an earlier one. I forgot to update Vessels cost so I uploaded last version again yesterday. Can you confirm that Vessel is a commander only available in capital?

WraithLord
June 27th, 2006, 05:22 AM
I have tried the "wailing lady" summons and it doesn't work, as in, it doesn't do anything.

Amos
June 27th, 2006, 08:04 AM
Is the version you're using 0.06? Shovah doesnt seem to have problems with any of the summons, so i dont know what the problem could be. Revive Wailing Lady should be summoning Dervish, a unit not a leader, so check if a unit is summoned.
If you are using other mods there could be a conflict as well.

WraithLord
June 27th, 2006, 10:51 AM
I'm using version 0.06, and yes, my bad, it does summon a unit ( I was mistaken to expect it to summon a leader).

Are the gold costs of 1 gold for some of the units intentional?

shovah
June 27th, 2006, 01:09 PM
i havnt summoned wailing ladies, must of missed them (what paths do they need?)

WraithLord
June 27th, 2006, 02:29 PM
IIRC all summons require astral.

Amos
June 27th, 2006, 04:54 PM
All summons except for Guardians (Revive Lictor) and Bengehenom (Revive Wraith Senator) require Astral. Those two are Blood summons. Astral summons are: <font color="purple"> Dervish(Wailing Lady), Dark Hunter(Wraith Consul), Lord Protector(Wraith Centurion), Manipulator(Dask Elder), Harlequine(Shadow Tribune), Pathfinder(Spectator), Matriarch(Arch Bishop) </font> .
I cant see giving Mindless and Undead beings, equipped by carvings from a tree, more than 1 gold in cost. Besides there should be a feeling of massive Bonded armies led by few Nephilim.

shovah
June 28th, 2006, 04:01 PM
make a fort in every province, stack 50 bonded sword guys/hounds to be built (50 gold, 1000 resources).

Amos
June 28th, 2006, 04:52 PM
make a fort in every province, stack 50 bonded sword guys/hounds to be built (50 gold, 1000 resources).



I didnt get your point Shovah.

I'm posting a test version of the mod. All the summons cost 1 gem. Could some one post a screenshot with all the mod units on the battlefield so i know what to correct.

shovah
June 28th, 2006, 05:15 PM
just that if you get a few forts you can completely mass out troops. I would post a screenshot but i dont know how to take them in dominions.

Amos
June 28th, 2006, 05:40 PM
To make a screenshot use 'Print Screen' above 'Insert' button, then paste it into a paint program and save as .jpg

NTJedi
June 28th, 2006, 06:03 PM
Great work Amos !!

Would it be difficult for you to make the graphics for siege units of each nation? (catapults, ballistae, etc) ?

Plans for a DOM_3 mod.

Amos
June 28th, 2006, 09:40 PM
When you say "each" nation do you mean "all" nations? http://forum.shrapnelgames.com/images/smilies/eek.gif I mean do you want me to make one set that you can use for all nations or make each nation their own set?
Wouldnt they unbalance the sieges and if not why didnt Kristoffer made them.
Major siege engine classes I know of:
Trebuchet
Ballista
Catapult
Onagre (although no idea how to draw this one)
Mangonel (also no idea) sp?
Chinese Rockets
Siege Tower
(And if you want) Cannon
Many different versions of Battering Ram (from simple tree trunk to ram on wheels with roof and stilled head)
There where many more but I cant remember them at the moment. The best way to do this would be to take the sprites from Total War games then adjust them for Dom.

I've changed some sprites in the mod but I'll wait for bigger changes to release it.

shovah
June 29th, 2006, 11:40 AM
nice. A mongonel was basically a catapult that fired multiple small stones (could use flying shards maybe) and an onager is in total war, a type of catapultish thing.

Amos
June 29th, 2006, 02:36 PM
Onager uses different principle than a catapult. I know what they do but not how to draw them different enough. Unless I simply rip pictures from Total War.

shovah
June 29th, 2006, 02:57 PM
yea, they work a bit different (rtw pics shud work)

Endoperez
June 29th, 2006, 03:43 PM
shovah said:
yea, they work a bit different (rtw pics shud work)



I don't have that game, so I hope blueprints (http://198.144.2.125/Siege/OtherSiegeEngines/Full/OnagerPlan.jpg) and picture of the complete engine (http://198.144.2.125/Siege/OtherSiegeEngines/Full/OnagerPic.jpg) are enough. For those with low connections - Onager uses torsion, not counterweight, and the arm is straight and doesn't bend, the torsion coming from a "spring" of ropes.

shovah
June 29th, 2006, 04:36 PM
yea, i have all the total war games (not on this comp tho) and im sure you could get some online if endos links cant help.

Amos
July 8th, 2006, 06:17 AM
Post deleted by Amos

shovah
July 8th, 2006, 06:20 AM
if your changing ruah sprite to that can i suggest making atleast some of it blue like the vessels?

Amos
July 8th, 2006, 06:35 AM
I'm changing Vessel as well. But here is a blue version.
http://img225.imageshack.us/img225/6277/arachblue16gt.jpg

shovah
July 8th, 2006, 08:09 AM
not sure, will you be changing ruahs weapons aswell? that picture dosnt really suit its current weapons (and dosnt look as armoured)

Amos
July 8th, 2006, 01:18 PM
I'm remaking the whole mod. The front legs of the spider act as blades. I'll add javelin as a bonus, and lower the hp. It will take me a few minutes to draw armor on him.
http://img415.imageshack.us/img415/8974/armoredsold23kp.jpg
This is armored version of Ruah. I like red unarmored version better though. The armor is psionic anyway.

shovah
July 8th, 2006, 02:47 PM
if your remaking the whole thing then feel free to keep it red, are you also changing bengehemon?

Amos
July 8th, 2006, 04:05 PM
Whats wrong with Bengehenom? He is the only thing i'm not changing.

shovah
July 8th, 2006, 04:50 PM
nothing, i was actually worried that you WOULD change him. however i think his wing pass should be AoE 2 and his roar AoE 3

Amos
July 8th, 2006, 05:56 PM
Doesnt AoE of 2+ hits the caster? When I say "remaking" I mean making another nation based in parts on Nephilim mod. I'm not going to change anything in the original. Unless you want to change something, then I'll post specific version.

shovah
July 8th, 2006, 06:51 PM
another nation? yummy, good luck with it. not sure about hitting caster.

Amos
July 9th, 2006, 02:55 AM
I think it is, thats why I limited AoE to 1. The new nation is Stigians. Stigians to Nephilim kind of like R'lyeh to Atlantians.
The only thing i want to change in Nephilim mod is Banishment, I need Nephilim to feed on souls. So they should "slay soul" and "drain life" at the same time. I'm not sure how to do that. If I use two weapons one of them may not hit.

Endoperez
July 9th, 2006, 05:07 AM
Amos said:
I think it is, thats why I limited AoE to 1. The new nation is Stigians. Stigians to Nephilim kind of like R'lyeh to Atlantians.
The only thing i want to change in Nephilim mod is Banishment, I need Nephilim to feed on souls. So they should "slay soul" and "drain life" at the same time. I'm not sure how to do that. If I use two weapons one of them may not hit.



Weapon can have
#specialeffectalways &lt;weapon&gt;
The other weapon can be anything, from Trunk to Drain Life to Enslave Mind. I'm not sure of the actual command, but you CAN have a Slay Soul attack which also does Drain Life, or vice versa.

shovah
July 9th, 2006, 08:28 AM
those guys sound nasty, stick them with boots of quickness and unless they have high enc they will just keep consuming souls.

Amos
July 9th, 2006, 09:07 AM
Only one secondary effect can be used on a weapon.



Thats the quote from Mod Manual. #secondaryeffect and #secondaryeffectalways are two of the commands, but as I understood only one or the other works.


those guys sound nasty, stick them with boots of quickness and unless they have high enc they will just keep consuming souls.



Since "Drain Life" is going to be nerfed in Dom 3, if I remember correctly, your scenario shouldnt happen. They wouldnt be much more powerful than a vampire.

Endoperez
July 9th, 2006, 04:23 PM
Amos said:
[quote]
Only one secondary effect can be used on a weapon.



Thats the quote from Mod Manual. #secondaryeffect and #secondaryeffectalways are two of the commands, but as I understood only one or the other works.

Sorry about that. You are right. I thought that you could add the secondary effect to the life drain, or change a weapon to drain life; currently, neither is possible, and thus you are limited to one #secondary effectalways.

shovah
July 9th, 2006, 09:02 PM
how about just 999an damage mr negates with lifesteal? Their advantage over vampires would be doing it from range and hiding behind chaff.

Amos
July 10th, 2006, 01:32 AM
Why make them so unbalanced? It is a secondary attack only after all, and its not ranged. How will it be negated by MR? Its an attack not a spell.

shovah
July 10th, 2006, 12:05 PM
slay soul basically kills if it passes mr so i suggested 999an dmg+drain liife. Im not sure how to make it negated by mr.

Amos
July 10th, 2006, 03:51 PM
Whats the difference between "Soul Leech" "Consume Soul" and "Life Drain"?

I think I should remove shadows from my sprites. The Arachnids in particular will look wrong with the shadows so high. I just realized that looking at screenshots.

Amos
July 13th, 2006, 05:31 AM
I'm adding unfinished set. Some of the sprites have vertical shadows. Can some one please check how they look in game? I inserted them into a test mod. Added some more sprites.

Some of the sprites are clearly not my own but ripped pictures.

shovah
July 13th, 2006, 06:28 PM
has a problem when i try to open it, a problem with one of the tga's. (something guard i think)

Amos
July 14th, 2006, 01:31 AM
I just downloaded and opened it no problem. Do you mean problem opening it in game? There is nothing unusual about the .tga's so there shouldnt be a problem. Try downloading again maybe it got corrupted.

shovah
July 14th, 2006, 01:32 PM
kk, will do in bout half an hour (busy)

Amos
July 15th, 2006, 02:09 AM
I hope it works for you. If not after I've finished with horses I'll repackage.

http://img212.imageshack.us/img212/6360/horse1ux3.jpghttp://img133.imageshack.us/img133/5844/horse1ave7.jpghttp://img58.imageshack.us/img58/8092/horseman1lc0.jpghttp://img212.imageshack.us/img212/6279/horseman2tg5.jpg

I used parts from daymio and redknight sprites.

Amos
July 17th, 2006, 03:08 PM
Oups my bad. Had an incorrect dir in the mod.

shovah
July 18th, 2006, 01:34 AM
very nice, especially that mumakill.

Amos
July 18th, 2006, 04:25 AM
How does the vertical shadow on Arachnid looks. Does it interfere with other sprites or does it look natural?

shovah
July 18th, 2006, 04:26 AM
everything looked fine to me, i didnt notice any shadow interference but i'll check now.

shovah
July 18th, 2006, 04:30 AM
ok, looks perfect. Shadow looks very natural and dosnt interfere at all.

Amos
July 18th, 2006, 05:59 AM
Cool thanks

shovah
July 18th, 2006, 06:02 AM
np, you planning on making it into a full mod soon?

Amos
July 18th, 2006, 06:39 AM
I made the mod but I keep changing it each day. Things I liked yesterday I dont like today. So I wouldnt say 'soon'. I think I'll finish it after Dom 3 comes out, since I need to make few more sprites for it.
http://img369.imageshack.us/img369/2836/arachsold4li5.jpghttp://img397.imageshack.us/img397/4756/arachsold4aij9.jpg http://img397.imageshack.us/img397/4486/panisher2tg4.jpghttp://img78.imageshack.us/img78/4317/panisher2awq8.jpg

shovah
July 18th, 2006, 02:12 PM
Those 2 are particularly nice, wheres the last one fro,?

Amos
July 18th, 2006, 02:39 PM
Last one? Except for the lance (Which I took from Rudra sprite because I'm too lazy to draw a spear http://forum.shrapnelgames.com/images/smilies/redface.gif ) those are my own creations http://forum.shrapnelgames.com/images/smilies/wink.gif.

shovah
July 18th, 2006, 05:10 PM
They are very nice, good work.