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  #51  
Old December 29th, 2009, 10:56 PM

Sombre Sombre is offline
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Default Re: Sombre's Mods

I was looking at that graphic and I suddenly thought to myself 'damn that looks really close to a keeper of secrets'.

So I tried to turn it into a keeper of secrets with a time limit of 5 minutes. I ran over that to 10 minutes and still ended up with a very rough looking keeper of secrets, but it was fun to try and work fast, just doing basic shapes. Maybe someone can use it as a base if they can be arsed to improve it.

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  #52  
Old December 31st, 2009, 10:05 AM
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Stavis_L Stavis_L is offline
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Default Re: Sombre's Mods

[cheesy announcer]

New Skaven (tm), now with More Sass!

[/cheesy announcer]

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  #53  
Old January 5th, 2010, 10:40 AM

Sombre Sombre is offline
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Default Re: Sombre's Mods

I have been thinking about Warhammer Empire today. My priority should be getting a playable version ready so I can get you all to help testing the balance of the odd magic system they'll use. To that end I'll bash out the college wizard sprites (and not do properly different graphics for the Lords) and bits that are missing from the basic recruit lineup and release a beta. Should be done by end of january?
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  #54  
Old January 5th, 2010, 11:55 AM
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Amonchakad Amonchakad is offline
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Default Re: Sombre's Mods

Quote:
Originally Posted by Sombre View Post
I have been thinking about Warhammer Empire today. My priority should be getting a playable version ready so I can get you all to help testing the balance of the odd magic system they'll use. To that end I'll bash out the college wizard sprites (and not do properly different graphics for the Lords) and bits that are missing from the basic recruit lineup and release a beta. Should be done by end of january?
Sounds great! Can't wait to spread the holy faith of Sigmar with some good old-fashioned witch-hunting!
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  #55  
Old January 24th, 2010, 01:42 PM

pyg pyg is offline
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Default Re: Sombre's Mods

Maybe not a good thing but here is Sombre World, an all age mega mod set in Middle Age with all of Sombre's [released] mods rolled into it. If it broken somehow let me know so I can fix it and make my mod rolling script better. This is probably not compatible with many other mods except CBM.

Contains:
Mod Nations: 8
Monsters: 287
Magic Sites: 21
Weapons: 104
Armor: 20
Spells: 92
TGAs: 523
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File Type: zip sombreworld.zip (1.22 MB, 170 views)
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  #56  
Old January 24th, 2010, 02:26 PM

Sombre Sombre is offline
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Default Re: Sombre's Mods

Interesting! Thanks pyg.

Does it also contain cbm then?
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  #57  
Old January 24th, 2010, 02:36 PM

pyg pyg is offline
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Default Re: Sombre's Mods

No, it does not contain CBM but it should be compatible with it. I'm working on DMG again. Here is the python that rolls this mod.

Code:
from DMG import D3M

mod = D3M(era=2,
          modname="DMG Sombre World",
          icon = "./sombreworld/dmg_sw.tga",
          packtgas = True,
          tgadir = "./sombreworld/")
mod.add_all_nations()
mod.add_dm(open("Warhammer Skaven.dm", "rb").read())
mod.add_dm(open("Tharoon.dm", "rb").read())
mod.add_dm(open("Arga Dis.dm", "rb").read())
mod.add_dm(open("Warhammer Ogre Kingdoms.dm", "rb").read())
mod.add_dm(open("Warhammer Lizardmen.dm", "rb").read())
mod.add_dm(open("Jomon broken.dm", "rb").read())
mod.add_dm(open("Ulm Reborn.dm", "rb").read())
mod.add_dm(open("Avernum.dm", "rb").read())
print mod

Last edited by pyg; January 24th, 2010 at 02:45 PM..
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  #58  
Old March 31st, 2010, 05:50 PM

Sombre Sombre is offline
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Default Re: Sombre's Mods

Ogres updated to 0.9
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