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  #21  
Old March 7th, 2007, 10:04 AM
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Default Re: New Mod: Insectoids

Small changes to Nectid & Queen Nectid sprites. Lowered Dreadnought's defense.
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  #22  
Old March 9th, 2007, 04:09 PM
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Default Re: New Mod: Insectoids

Version 0.09

Protector improved as a ranged unit (str 18, ap 5, def 5, prec 9).
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  #23  
Old May 4th, 2007, 09:20 AM
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Default Re: New Mod: Insectoids

Version 0.10

Inventory fixed.
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  #24  
Old May 8th, 2007, 11:25 PM
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Default Re: New Mod: Insectoids

Thx Amos, i love your mod
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  #25  
Old May 11th, 2007, 02:55 AM
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Default Re: New Mod: Insectoids

cool mod man

except i dnt get exactly how th nation is supposed 2 work lol...

its obviously a blood nation thingy, but it seems i cant get any real units other than swarms and commanders?

is there some way of getting drones n soldiers and the rest of the nations creatres?

and btw gfx r great

did u draw them from scratch or photoshop somethin else?

great mod =D
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  #26  
Old May 11th, 2007, 08:01 AM
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Default Re: New Mod: Insectoids

Quote:
except i dnt get exactly how th nation is supposed 2 work lol...

its obviously a blood nation thingy, but it seems i cant get any real units other than swarms and commanders?

is there some way of getting drones n soldiers and the rest of the nations creatres?

You summon commanders (Females) then move them to a province you prefer and turn them into Queens that spawn units based on dominion in the province.

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and btw gfx r great

did u draw them from scratch or photoshop somethin else?
Half and half. I used my sprites from another mod as a base unit. When I have to draw something from scratch I get bored, quickly, so I prefer to work with layers.
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  #27  
Old May 11th, 2007, 08:25 PM
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Default Re: New Mod: Insectoids

ah kk, Ill try again, coz my females wernt spawnin sh*t lol

but v. cool idea and doesnt seem overpowered as of yet...


and yeah i knw what you mean, did you create the original base thing for them? and yae I know what you mean by using layers because its pretty pointless starting from scratch if your trying to make a swordsman when you already have a maceman who looks exactly the same save having a different weapon.

so Im guessin I should take dom 8+ at the start and spam temples whenever I can
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  #28  
Old May 11th, 2007, 08:57 PM
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Default Re: New Mod: Insectoids


Is this an Insect Nation MOD? Or a MOD which adds insect units?

I wish I had the time to create some of mods.

Great work AMOS !! Some screenshots and a brief description on the first post of this thread would encourage more people to download the mod.
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  #29  
Old May 12th, 2007, 09:55 AM
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Default Re: New Mod: Insectoids

Quote:
so Im guessin I should take dom 8+ at the start and spam temples whenever I can
Its #dyingdom and #nopreach so the temples wont help you unless you sacrifice in them.

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did you create the original base thing for them?
Also half and half. Half mine half concept art from some game I dont remember.

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Is this an Insect Nation MOD? Or a MOD which adds insect units?

Its an Insect nation mod.
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  #30  
Old May 14th, 2007, 03:29 AM
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Default Re: New Mod: Insectoids

This mod is quite creative and interesting! I'm loving planning to equip the assassins, and having the queens be immobile upon planting is quite the twist. I'm aching to see them in combat, but that won't happen until the AI gets feisty.
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