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  #41  
Old January 17th, 2009, 04:23 PM

Calchet Calchet is offline
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Default Re: Pax Malazica.

To show some sign of life, I've uploaded the current in-progress version, "Alpha 3".

I'm currently just getting into the graphics part, and as such, there should be quite a few additional updates over the next few weeks.

Other changes for the current version are poorly documented, but a changelog would look something like:

- Claws are now sacred.
- The starting scout is now a Marine Sergeant. You can give him some of your starting Marine troops and have him sneaking off to harass someone instantly, if you like.
- A construction 3 fire spell summons some sappers wielding more powerful munitions. Handle with care.
- Heroes more or less finalised:
Adjunct Lorn is virtually immune to magic thanks to her Otaral Sword, and she will extend this protection to your army, duplicating the effect of the spell Anti-Magic.
Tayschrenn is simply a very powerful mage of many paths.
Coltaine is a great commander, with an unparalleled Standard ability and Awe. He also summons a Wickan Horseman and five dogs each turn.
Fiddler is a sapper extraordinaire, and uses a custom weapon to fire heavy munitions from relative safety.
- Heroes no longer named. Curse you, lack of nametypes!
- Sprites for Marine, Marine Sergeant and Coltaine.
- Other stuff.
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Pax Malazica, bringing the Malazan Empire to Dominions 3.
Fate/Sprite Works, a mod including my left-over practice sprites as summonable units.
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  #42  
Old January 18th, 2009, 10:51 AM

Attle Attle is offline
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Default Re: Pax Malazica.

Awesome, will try it out!
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  #43  
Old March 13th, 2009, 12:58 PM
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Default Re: Pax Malazica.

Still in progress?
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  #44  
Old March 13th, 2009, 01:06 PM

Calchet Calchet is offline
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Default Re: Pax Malazica.

It's more or less ongoing - I'm not yet confident enough in my spritecraft to create good-looking graphics without reference material, but the mod is not at all abandoned.

I've taken up a few projects in addition to this, mostly to practice creating sprites on units that I do have reference material for - but I fully intend to finish this.
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  #45  
Old July 22nd, 2009, 11:53 PM
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Default Re: Pax Malazica.

Bump! How's this project going?
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  #46  
Old July 23rd, 2009, 02:49 AM

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Default Re: Pax Malazica.

It's been sort of stalled, lately, as I've been busy finishing up my education.

That said, one of these days I'll get around to adding the finishing touches required for a proper release.
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  #47  
Old July 23rd, 2009, 04:44 AM
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Default Re: Pax Malazica.

Good things are worth the wait--well wishes on your studies.
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  #48  
Old October 17th, 2009, 06:51 AM

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Default Re: Pax Malazica.

Seconding that good things are worth the wait!
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  #49  
Old October 24th, 2009, 03:25 PM

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Default Re: Pax Malazica.

I've played around with this a bit, and I like it over all.

I do have a few comments right now, about Coltaine.

He autosummons dogs and men. I think I personally would prefer if he would summon them via "Summon allies", but either way works. I also think 5 dogs, especially autosummons, is one or two too many.

Finally, something that I assume is a bug (even though I've only read two books in the series) - the dogs that follow Coltaine seems to be Lamias. When they die, they transform into Lamias - not intentional I presume?

Good work - here's hoping you finish this one day!
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