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  #31  
Old March 22nd, 2012, 05:33 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!


The Black Harbingers of Ermgard have learned to cheat death. Alas, their mastery over death is not sufficient - they can hold on to the mortal world only until they have avenged their deaths (ie until battle ends)


The Azure Priors of Helder are able to turn into horrible beasts of the depths. In this form their affinity with water magic increases, but they lose power in all other magic paths (the unit in picture happened to get a water random)


The Divine Elders of Kongtala are able to travel fast in their fearsome turkey form. This does not hamper casting.


Bavarainean Keepers have mastered death. Their foul magics will raise them as ghouls upon their deaths, but this works only once - if the keepers are slain again, they will stay dead (this might be overpowered, it gives +30g cost now though)

Other forms currently implemented include: devil, frost fiend, great bear, wolf, werewolf, jaguar, and winged monkey. It's very easy to add these from .txt files.
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  #32  
Old March 26th, 2012, 06:54 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!



kianduatha also made a good pile of weapon effects, stat filters and shapeshifts
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  #33  
Old March 27th, 2012, 01:43 PM

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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/elmokki/dom3/un...en_27_3_12.zip

Hoburgs with archers, priests, mages, infantry and cavalry, good pile of tweaks and some extra stuff for sacreds and mages by kianduatha.
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  #34  
Old March 29th, 2012, 03:57 PM

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Default Re: UnitGen - Random nations with procedural sprites!



CoE3 might be pretty crap, but the sprites are awesome!
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  #35  
Old March 30th, 2012, 05:06 PM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/elmokki/dom3/un...en_31_3_12.zip

- Remade hoburg sprites!
- Some new sprites including goat cavalry!
- Priest/Magic nation summaries!
- Unit naming overhaul with rather small amounts of visible changes!
- Sacreds get names!
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  #36  
Old March 31st, 2012, 08:16 PM

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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/elmokki/dom3/un...gen_1_4_12.zip

This is first version I consider playable, and some people on IRC are playing a blitz with it.

It adds:
- Bug fixes
- Sacreds and mages get descriptions that tell all the hidden stuff you wouldn't otherwise know without looking at .dm file and usually something more too.
- Nations get a generic descriptions that tell hidden stuff and some other general stuff.
- It generates descriptions.txt to the mod's folder with all nation descriptions.

Recommended way of playing: Generate mod with about 2-3 times more nations than players and copypaste the descriptions.txt to a thread and make people choose based on that alone. Then let people peek at their choices once everyone has chosen.

This way people will have general clue about what they will get, but people can't pick the best nations right away since the descriptions are a bit vague.
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  #37  
Old April 1st, 2012, 07:03 AM

elmokki elmokki is offline
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Default Re: UnitGen - Random nations with procedural sprites!

The armor destruction magical effect is aoe-1 and ludicrously good especially for archers so it was removed.

This morning I've:
- Fixed commander generation so you should be guaranteed flying commander if you have flying units etc. There was a bug sometimes hindering this.
- Sacred commanders should not show up in starting armies or militias any more and as an additional bonus commanders should be now ordered non-mounted - mounted - sacred instead of fairly random order.
- Chariot generation fix: heavier chariots are more expensive and all chariots have a bit higher encumberance
- Ranged sacreds are rarer. Vanilla has total of one of those (two if you count LA Man Wardens I suppose, but one with magic bow anyway), but in UnitGen they should still be considerably more common than that.
- Magical bows should get a bit less extra stats.
- The magic special effects may affect unit prices now. I added very basic price increase tags to most effects I felt deserve one without thinking much.
- Nations get 5 to 10 extra gods based on random numbers and their magic paths to choose from. I didn't bother to list every single pretender in the game, but there's a good pile of them and hey, if someone feels like something is lacking, they can always add more themselves at /nations/gods.txt
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  #38  
Old April 1st, 2012, 04:30 PM

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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/elmokki/dom3/un..._1_4_12-v2.zip
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  #39  
Old April 3rd, 2012, 08:20 AM

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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/u...gen_3_4_12.zip

- Caelians as a race
- Scouts/Spies/Assassins (pretty basic though.)
- Fixes and tweaks to various things as usual.
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  #40  
Old April 5th, 2012, 05:42 PM

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Default Re: UnitGen - Random nations with procedural sprites!

http://koti.kapsi.fi/~elmokki/dom3/unitgen...tgen_6_4_12.zip
- Caelians and Abysians
- Thanks to kianduatha for Abysian nation names and base sprites.
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