View Full Version : Mod Angelic Crusade
Amos
November 1st, 2006, 09:59 AM
Version 0.18
Turn off the "Chaos Wars" and the "Stygian Corruption" mods.
This nation has very good heroes, so you will want high Luck/Turmoil scales.
Shovah32
November 1st, 2006, 10:19 AM
Very nice mod and graphics. A little powerful for my liking but still, it seems very nice (am playtesting now)
Amos
November 1st, 2006, 11:15 AM
This is my most balanced mod http://forum.shrapnelgames.com/images/smilies/biggrin.gif
Gandalf Parker
November 1st, 2006, 12:11 PM
It looks great!
Who do you balance to? If you balance against Ulm then add flying units then it will be out of balance. If you balance against all of the nations (my elites balance to ulm, my mages balance to arcos, my flyers balance to caelum) then it also will be out of balance. Keep in mind that Dominions doesnt balance nation to nation. They are rock-paper-scissors. A nation which has the best of everything wont balance. It has to have its good points and lacking points.
IMHO
WraithLord
November 1st, 2006, 01:40 PM
Yuuhuu, a new mod form Amos http://forum.shrapnelgames.com/images/smilies/happy.gif
You should aim at adding a new age to dominions, the amos era http://forum.shrapnelgames.com/images/smilies/wink.gif
And it doesn't bother my that your mods are not balanced, I give them to the AI anyway for squeezing a bit more competition out of it.
Amos
November 1st, 2006, 05:03 PM
Tnx WraithLord http://forum.shrapnelgames.com/images/smilies/happy.gif
Gandalf I price with my own formula, but the pricing is preaty close to the game's. I give nation abbilities that I feel are thematic, I dont balance them against other nations. When I make a nation I dont even think about the balance.
FrankTrollman
November 1st, 2006, 05:51 PM
Well, balance on this thing is completely insane, but you knew that. I honestly have no idea why their leaders are so extremely close to free, that's just weird.
Anyway, one cannot help but notice that the unit graphics are consistently about 25%-50% larger than other units in the game of the same size. It ends up looking like the perspective is off in battles.
-Frank
Amos
November 1st, 2006, 06:39 PM
What do you mean close to free? One of the mages is 155 the other is 200 and they've got very little magic. Compare Power Heavenly Avatar with 2 Astral 2 Holy for 155gp 49res to Abysian Warlock with 1 Astral 2 Blood 1 Random for 140gp 1res.
Anyway, one cannot help but notice that the unit graphics are consistently about 25%-50% larger than other units in the game of the same size. It ends up looking like the perspective is off in battles.
Surly the units are not that big. This one is a tall human.
http://img234.imageshack.us/img234/3016/volunteer1rq4.jpg
Gandalf Parker
November 1st, 2006, 06:42 PM
So far I think your mods are fantastic for creating interesting scenarios. You could go two different directions. Trying to make them balance as a nation for regular play, or continue along the line of making them an interesting scenario mod.
Once I get the random map generator going full tilt then you can start watching my site for an interesting map to pop up.
http://game.dom3minions.com/maps/
http://www.dom3minions.com/RandomMaps/X/00_index.jpg
http://www.dom2minions.com/~dominion/Dominions2/RandomMaps/RandomMaps.html
Then you could select the starting point. Like maybe a large multi-province island. Set the magic sites, local populations, alliances with other AIs, storyline of the map, the pretender and scales and magics, etc.
FrankTrollman
November 1st, 2006, 06:55 PM
Surly the units are not that big. This one is a tall human.
No. They are totally huge. Militia seriously come up to these guys' armpits.
-Frank
Amos
November 1st, 2006, 07:00 PM
Gandalf I'm not much of a Dungeon Master. You seem to have a vision about cool scenario settings, so you will probably do it much better than I ever could http://forum.shrapnelgames.com/images/smilies/wink.gif. I'm making those mods to create challenging opponents in SP and also as experiments of "what if".
Like, this mod is "what if the whole nation was sacred".
Militia seriously come up to these guys' armpits
Militia sprite probably hasnt changed since Dom 1. They are still at 32x32.
BTW, if you mean that the Warrior Priest has too high a leadership for his price then you are right he should be at 40 instead of 80. But when I copystats inquisitor on him the 40 leadership jumped to 120. 80 is the best I can do unless this bug is fixed.
zepath
November 1st, 2006, 07:08 PM
Regarding the height issue, I keep my human sprites at 31 or 32 pixels in height max. They only get taller if the art for their equipment necessitates. Seems to come out rather well.
Anyway, downloading this puppy tonight to check out tomorrow. http://forum.shrapnelgames.com/images/smilies/happy.gif
Amos
November 1st, 2006, 09:00 PM
Uploaded new version:
-Lowered all humans by 2 pixels.
-Confirmed that multihero works (not a fix but an observation).
Singularity24601
November 1st, 2006, 09:47 PM
FrankTrollman said:
Surly the units are not that big. This one is a tall human.
No. They are totally huge. Militia seriously come up to these guys' armpits.
-Frank
It is difficult to generate graphics of the correct size. Taking a screenshot of the unit information window results in a unit 25% larger than normal (see the "A method of extracting perfect sprites" for more information and one solution).
Amos
November 1st, 2006, 10:38 PM
If I need to compare I use one of the sprites from the Oceania mod. I made them bigger because I felt that making them smaller will make them ugly. Although now that I have done it I quite like them this, smaller, way. I never use a screenshot to get the sprites. Gotten this way they are a mess and too much work to clean up.
Amos
November 2nd, 2006, 02:41 AM
Oups, forgot to make Golem a #magicbeing. Uploaded.
Amos
November 2nd, 2006, 07:23 AM
Made the Demiurge's sprite smaller. He was just too big.
Did anyone get any Seraphs as their heroes? (not Cherubim) I havent seen any in my game.
Boron
November 2nd, 2006, 02:32 PM
Amos you are fantastic http://forum.shrapnelgames.com/images/smilies/happy.gif.
I love all your 4 mods. Fantastic Artwork and very creative and unorthodox nations http://forum.shrapnelgames.com/images/smilies/happy.gif.
Please do not care about balancing at all, because balance is a subjective opinion and everybody can finetune your units to his liking if he thinks your mod is imbalanced.
So please do not narrow your creativity by trying to make your mods balanced. Just keep them in the style as you did your 4 mods so far, it is imho the best approach.
So far i like your Blood Elves Mod and your Nephilim Mod most http://forum.shrapnelgames.com/images/smilies/happy.gif. But this one and your trade confederation mod are extremely good too.
If you continue this rate of publishing your gorgeous mods in ~half a year you will have enough mods for a total conversion of Dom3 http://forum.shrapnelgames.com/images/smilies/smile.gif.
Thank you very much for your ingenious mods http://forum.shrapnelgames.com/images/smilies/cool.gif
Amos
November 2nd, 2006, 05:48 PM
Tnx Boron http://forum.shrapnelgames.com/images/smilies/biggrin.gif. Now my head is starting to swell.
I just got "Dark Crusade" and it will take me a while to finish it. But after that I got ideas for two more mods: the MA Nephilim and the Horror Scourge mods.
WraithLord
November 2nd, 2006, 07:07 PM
I second Boron's each and every word.
Just throwing some morsels for you imagination:
-> George martin, you know, ice and fire. If you haven't read them, I recommend you do - they are awesome.
-> Roger zelazny and his Amber universe.
-> Micheal Moorcock, Melnibone, Elric, the young kingdoms.
-> I love your blood elves mod, but ahmmm, maybe, just maybe, you might dig the concept of dark elves (like in MOM, or Faerun)
Gandalf Parker
November 2nd, 2006, 07:23 PM
hey Amos:
Are your mods using different numbers from the empty slots? Im considering a huge game using ALL of the nations and debating adding a MOD to give the empty nations at least a name and a flag. But if they have to download a mod to play then maybe I will wait till you fill up the empty slots then make it that they have to download all of yours so they can AI into the game. http://forum.shrapnelgames.com/images/smilies/happy.gif
paradoxharbinger
November 2nd, 2006, 07:25 PM
a george rr martin mod would be awesome
Boron
November 2nd, 2006, 09:30 PM
Amos said:
Tnx Boron http://forum.shrapnelgames.com/images/smilies/biggrin.gif. Now my head is starting to swell.
You did really an amazing job, especially if we also take into account the speed with which you published your mods http://forum.shrapnelgames.com/images/smilies/happy.gif.
Amos said:
I just got "Dark Crusade" and it will take me a while to finish it. But after that I got ideas for two more mods: the MA Nephilim and the Horror Scourge mods.
I never bought Dawn of War unfortunately. I hope they release a gold version soon with Dawn of War + both expansions so that i can buy it too http://forum.shrapnelgames.com/images/smilies/happy.gif
Amos
November 2nd, 2006, 11:59 PM
I never bought Dawn of War unfortunately. I hope they release a gold version soon with Dawn of War + both expansions so that i can buy it too
"Dark Crusade" is a stand alone expansion with all the races present for SP.
Poster: Gandalf Parker
hey Amos:
Are your mods using different numbers from the empty slots? Im considering a huge game using ALL of the nations and debating adding a MOD to give the empty nations at least a name and a flag. But if they have to download a mod to play then maybe I will wait till you fill up the empty slots then make it that they have to download all of yours so they can AI into the game.
Gandalf the custom races numbers are 67-79. None of my mods use existing nations. All the numbers I use (for nation, units, weapons, armor and sites) are listed at the beginning of each *.dm . The nation numbers I used are 70-72.
P.S. I just noticed that Blood Elves dont have their nation listed at the beginning http://forum.shrapnelgames.com/images/smilies/redface.gif Its 70.
paradoxharbinger
November 3rd, 2006, 01:14 AM
i don't remember if it's possible or not, but would it be possible to package all of your mods into one big mod?
Amos
November 3rd, 2006, 03:33 AM
Poster: paradoxharbinger
i don't remember if it's possible or not, but would it be possible to package all of your mods into one big mod?
I think it is (never tried this before). Why do you ask? I think its better this way. You can turn off any mod you dont want to use. If you had it packaged into one then you would have to use them all or not at all.
sube
November 3rd, 2006, 11:57 PM
Amos said:
Gandalf the custom races numbers are 67-79.
Uhm be careful here, because i think Late Age R'lyeh has nation number 67. The modding manual states that 67 is free, but it also states that is taken by LA R'lyeh in another table. And actually when i modded nation 67, LA rlyeh disappeared
Gandalf Parker
November 4th, 2006, 12:12 AM
He has my nations chart now which is taken directly from the game and fills in other info.
http://www.dom3minions.com/docs/nations.txt
edit: You are correct. My list also looks like 67 should be avoided.
Amos
November 4th, 2006, 03:07 AM
New version 0.13.
Amos
November 12th, 2006, 10:13 PM
Minor graphics change. There was a bug with the chariot sprite.
Amos
May 4th, 2007, 06:16 AM
Version 0.15
Inventory fixes;
Angels got siege bonus;
Changes to heroes;
Principality lowers unrest;
Changed prices.
I want to change some of the sprites when I have the time.
Gandalf Parker
June 15th, 2007, 03:05 PM
Im debating using your mods to fill in the empty slots in a mega game and provide better AIs. Do you know if they conflict with each other?
Amos
June 15th, 2007, 05:46 PM
Same age nations have no conflicts. Different age nations use a lot of the same numbers. That was done on purpose, to minimize possible conflicts with nations of other modders.
jutetrea
September 12th, 2007, 02:51 PM
Played this a bit, first game about 40 turns in:
First time I've ever used Ashaic record frequently, found a 20% conj site and really like it (although hugely expensive). It does my site-searching obsessive tendencies well to see all the little boxes checked.
Golem and lions are crazy powerful, add a few mind blasts from the rear and a small 30ish troop army wastes the enemy (running a W9E4N4A4 bless). I'm not really sure on the rest of the troops as I've just been building high prot/fear troops.
Is the high priest too cheap? H3, good leadership, F1, R3 seems like a steal at 105g. They're my main commanders and researchers and blessers.
Haven't played with the SCs too much, want to give the 9 mighty AIs at least a small chance. The 18 prot one seems very nice, especially as an H3 prophet. Vs the AI you don't run up against a lot of magic duels so I'm curious how painful it would be.
Magic diversity was tough initially, but rolls right along with a naied or 2 and some revenants. A water/death/nature pretender does ok with diversifying through conj.
I like it so far, certain troops are a bit too powerful imo (fear), but the heroes are cool and the commanders rock.
I haven't built a single cav yet, with 0 prot and high cost are they worth it?
Gandalf Parker
September 12th, 2007, 05:34 PM
Its going to seem powerful. He doesnt balance to vanilla. He balances to his other mods but its going to be pretty powerful against vanilla nations.
But any overkill nation makes for a fun AI. Interesting to come up against in the game. I really like Amos nations.
Amos
September 13th, 2007, 01:44 AM
I havent touched this mod in a long time. If I was to price High Priest now I would say he should cost 115 instead of 105, but he has been jumping from 115 to 105 and back again so many times its not even funny. The cavalry has 5 protection, low resource cost and trample. The last one is the reason for the high cost. I dont know when I will have time to release the next version of this mod, with the new price formula and revised sprites, as I'm making a new mod and its time consuming.
Humakty
September 13th, 2007, 08:31 AM
Your mods are really interesting, because they are different from any other factions (and pleasant to look at), but is having everyone being sacred a necessity ? It is sad this nation is only playable with an uberbless. It would be nice that the unarmored guys lose their sacred carac, 'cause actually I (and surely other people) don't even consider recruiting them, because of the sacred recruitment limit.
Amos
September 13th, 2007, 08:54 AM
Like my other mods this mod was an experiment. All the soldiers are sacred on purpose.
The mod I'm working on now makes all of the troops "capital only".
Amos
October 17th, 2007, 08:21 PM
Modified "Divine Word" & "Wrath" weapons for 3.10
Amos
October 24th, 2007, 01:16 PM
Version 0.16
- Changed all the sprites;
- Sacred Golem is summoned now;
- Changed "Hide Shields" to "Shields" (hide shields were unthematic);
- Gave Rhinos new weapon "Rhino Gore";
- A lot of other changes.
Amos
October 26th, 2007, 09:31 AM
Lowered the Lion's price and modified the sprite.
Amos
October 27th, 2007, 07:16 PM
Added new leader "Celestial Paladin". The nation had no cheap leaders.
Amos
November 7th, 2007, 01:45 AM
Changed 3x2 sprites.
Sombre
November 7th, 2007, 02:05 AM
What do you mean by that, Amos? 3x2?
96x64?
Amos
November 7th, 2007, 04:51 AM
I mean sprites for 3 units (6 sprites).
Amos
November 8th, 2007, 03:52 AM
Fixed 2nd weapon issue (ex. when you equipped shield second weapon disappeared although it was a one handed weapon).
Amos
November 8th, 2007, 08:59 PM
Added new spell "God's Mercy".
Amos
November 14th, 2007, 07:53 AM
Removed "Sacred Golem" price, gave him #neednoteat.
Amos
December 25th, 2007, 01:59 PM
New spell "Divine Retribution" for lvl 5 priests. A maximum of two leaders will be able to use that spell.
Amos
January 6th, 2008, 12:47 AM
Version 0.17
All the small changes warranted new version.
Fixed a mistake with multihero.
Amos
August 31st, 2008, 09:38 AM
Version 0.18
- Added mind to "Pure Love" weapon;
- "Sacred Golem" is a stonebeing;
- "Seraph" has heat 5;
- "Virtue" is stormimmune and so is "Demiurge".
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