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  #11  
Old November 20th, 2003, 07:47 PM
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Default Re: CherryMod Thread

Quote:
Originally posted by Johan K:
BTW, there is no resource stat for armors, it is a unit stat instead. We have the armors' resource values scribbled down on a paper somewhere.
Lazy, lazy... Wow, that would have saved you so much time if you had associated resources with armors and weapons, and let the game auto-calculate unit resource costs! But if you did it the hard way, I can too. Or more likely, I'll write a program to autogen unit files in the correct format, by merging the base unit costs with the armor costs (that I will put in armor files in my own proprietary format ).

Another thing I'd like to add is magic site descriptions - that would be fun=) If/when magic sites become moddable, I think there's already a text field in the sites that I can fill in=) That would be a lot of work, though!

Quote:
Well, Cherry chan. I'm glad you are planning some modding, it would be boring if we did enable modding and no one made a mod anyway.
Hopefully it'll make things easier for you guys, too

-Cherry
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  #12  
Old November 21st, 2003, 02:19 AM
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Default Re: CherryMod Thread

Nerfix, there is no need to start pissing on everyone else just because you don't like the idea of mods. As you said yourself, you won't be forced to touch them anyway, and if they are available, others who want to can do so while you play the vanilla Version.

As for the Tolkien mod, yay, I'd like to see that!

Edi
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  #13  
Old November 21st, 2003, 02:30 AM

RadiantFleet RadiantFleet is offline
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Default Re: CherryMod Thread

I enjoy mods personally. They add variety to the game, let you experience new things, and certainly add life to a game. As for making multiplayer more difficult, I disagree. I have participated in many multiplayer games on platforms that support heavy modding. Generally a short hand is developed to specify the terms of the game which makes things go fairly quickly during setup. It does help if the game developers place some code in the game to verify that everyone is using the same config files (ie acting as an honest broker that everyone has the same setup), but this is certainly not required. Frequently, known cheaters and abUsers become outcasts and can only find games with fellow cheaters and abUsers.

P.S. I also would love to see a tolkien themed mod. I could see it being a fun mod, especially if you made sauron have a ton of troops etc. with the allied races of good forced to confront him. It could be a great strategic and tactical challenge.
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  #14  
Old November 21st, 2003, 02:34 AM

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Default Re: CherryMod Thread

Quote:
Originally posted by RadiantFleet:
I enjoy mods personally. They add variety to the game, let you experience new things, and certainly add life to a game. As for making multiplayer more difficult, I disagree. I have participated in many multiplayer games on platforms that support heavy modding. Generally a short hand is developed to specify the terms of the game which makes things go fairly quickly during setup. It does help if the game developers place some code in the game to verify that everyone is using the same config files (ie acting as an honest broker that everyone has the same setup), but this is certainly not required. Frequently, known cheaters and abUsers become outcasts and can only find games with fellow cheaters and abUsers.

P.S. I also would love to see a tolkien themed mod. I could see it being a fun mod, especially if you made sauron have a ton of troops etc. with the allied races of good forced to confront him. It could be a great strategic and tactical challenge.
Yup yup, but the mod tools MUST SUPPORT to disable any spells! A tolkien mod with spells makes no sense for example.
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"Training is principally an act of faith. The athlete must believe in its efficacy: he must believe that through training he will become fitter and stronger, that by constant repetition of the same movements he will become more skillful."
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  #15  
Old November 21st, 2003, 08:18 PM

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Default Re: CherryMod Thread

Cherry, can you give me a detailed instructions on how to change unit stats? I want to boost up Niefel giants a bit.
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  #16  
Old November 21st, 2003, 08:59 PM
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Default Re: CherryMod Thread

No

You have to wait for patch 1; modding is not yet supported=)
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  #17  
Old November 21st, 2003, 09:06 PM

Joonie73 Joonie73 is offline
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Default Re: CherryMod Thread

Cherry, I wouldn't trust your mods though. Your suggested mod for AOWSM was crazy

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Originally posted by Saber Cherry:
No

You have to wait for patch 1; modding is not yet supported=)
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  #18  
Old November 21st, 2003, 11:08 PM
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Default Re: CherryMod Thread

New unit for my Japanese theme: Sumo Wrestlers! Capitol only.

Weapons:
Belly - Damage 0, Attack 5 (how do you miss with a belly?), Defense -4

Armor:
Belly - Prot 5, Defense -4 (cumulative with the the belly weapon defense), Encumbrance 8
Sumo Gi - Prot 2, Defense 0, Encumbrance 0

Base Stats:

Cost: 25

Size 3 (needs 3 supply)
HP 15
STR 14
ATT 10
DEF 10
PRT 0
PRE 8
ENC 3
MRL 14

Trample, Berserk +1
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  #19  
Old November 21st, 2003, 11:20 PM

Joonie73 Joonie73 is offline
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Default Re: CherryMod Thread

Cherry, are you a hentai fan? LOL.
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  #20  
Old November 21st, 2003, 11:27 PM

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Default Re: CherryMod Thread

Quote:
Originally posted by DominionsFAN:
the mod tools MUST SUPPORT to disable any spells! A tolkien mod with spells makes no sense for example.
Gandalf cast a fireball in the Hobbit and the Witch King casting darkness would be ok by my reading. However there is very little overt magic in Middle Earth and if I put a mod together it will reflect this one way or another - quite possibly by not giving most nations mages. There will be very few magic Users (Some Elves, Gandalf, Sauron, Saruman, the Witch King and a handful of others - and they will primarily be casting ritual spells.

Good to hear people are interested. I wouldn't be suprised if we see as few Tolkien mods over time.

Cheers

Keir
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