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  #1  
Old January 31st, 2006, 10:26 AM
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Default Update: Necropolis v1.10

NECROPOLIS HAS BEEN UPDATED. TO DOWNLOAD THE NEWEST VERSION, CLICK THE DOWNLOAD LINK ABOVE OR USE THIS LINK:

http://www.plutoniumdoughnut.com/dom2mod_necro_111.rar

Hello, all. I would like to present my first nation mod. This will replace Machaka, which I believe has not previously been modded, with the nation of Necropolis. Check it out and let me hear your impressions and suggestions for improvement. I tried to keep it as balanced as possible, but haven't been able to play-test the mod as much as I would have liked. I just want to get it out there!

...

NECROPOLIS

Lament with me, brother. Our great city is dead.

In an ancient time, the city-state of Necropolis bore another name and stood as a bastion of civilization. Its leaders sought to eradicate the perceived threat of dark magic and began an inquisitorial campaign to root out all spell-casters and fortune tellers in the realm. Many were captured, tried, and exiled, and a few were slain when they resisted. But the city fathers could not have imagined their terrible luck when they detained an old woman known only as the Withered Witch.

At the conclusion of her trial and conviction as a magic-user, the Withered Witch rose from her seat and shrieked a terrible cry. She screamed, in madness it seemed, that the city would stand forever! She was banished forthwith. And though the inquisitorial prosecutors thought such a prediction hopeful, its source was unsettling for the witch had vengeance in her eyes as she cried out.

In fact, the Withered Witch had lain a most foul curse upon the city and all its residents. As its citizens lived and aged, their bodies grew old and weak as was natural. But at the point of death, when the breath was exhausted and the heart stilled... their minds did not lapse. Those who were seemingly dead remained aware and able to move to their bodies, even to speak. They became something, not alive, not dead, but still not... undead. They became the purgators.

Over centuries, the purgators became the dominant class of citizens. True death was impossible to a member of the everdying class. As the body decays and flesh and ligament fall away after death, a purgator begins to emit an ethereal glow. In time they appear only as ghostly spirits, pale and twisted visages of themselves in life. But a crucial side-effect to this transformation is an increased awareness of the magical energies at work in the world. A purgator's magical potency increases with time and it is said that the original purgators have evolved to a higher form and that their spirits inhabit the entire city at once.

And that city is now known as the Necropolis, City of the Everdying.

Beneath the ancient city a vast network of catacombs has been built and there reside the generations of the everdying. Yet further still into the earth does the city extend. Under the catacombs are the endless tunnels and caverns of the Underworld where the brutish troglodytes and reclusive gnomes live. Over the ages, the purgators have come to make these keepers of the Great Dark their allies.

Purgators despise the undead. Unlike skeletons, ghouls, soulless, wights, banes, and other undead beings, the citizens of Necropolis still possess every ounce of their individuality, awareness, and souls. Indeed, they are essentially the living soul of a human being trapped in the husk of a slowly rotting corpse. And unlike vampires or other intelligent undead, the purgators have not fallen under the umbra of evil. The priests of the city utilize holy power and can banish undead and demonic hosts. Their single-minded goal is to find the power to repeal the curse lain on their souls so many centuries ago.

Necropolis utilizes human light infantry, sacred purgator elites, troglodytes, gnomes, and purgator and etheral mages and priests.
Attached Files
File Type: rar 403355-dom2mod_necro_111.rar (253.7 KB, 267 views)
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  #2  
Old January 31st, 2006, 12:33 PM

shovah shovah is offline
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Default Re: New Mod: Necropolis

dosnt work for me, access to specific path or file is denied
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  #3  
Old January 31st, 2006, 12:53 PM
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Default Re: New Mod: Necropolis

Interesting nation, but I'm not sure if it's different enough.

The mages are certainly different, being stealthy and amphibious, but Arcos already has random elemental magic. While having 2-1 linked magics is better in every way, the idea itself isn't very different.
The weak priest has Holy 1, and is the sole Holy 1 priest in the whole game. You might have meant it to be so. However, he is too good in leading units when compared to the actual melee commanders. He is cheaper in gold and resources, and both can lead 25 soldiers.
They should also become Suicide Kings, or at least Purgator Kings with Holy 2, when they die.

The national units are low-protection except for the Shield Bearer, Catacomb Guard and the Sentinel, which are medium infantry. I think the high-end units should be better when compared to the cheaper ones, especially with protection. Also, I think all the units of the nation could get a morale bonus. What is there to be afraid of, when you are already dead?
Also, the bowmen should be more expensive, or the spearmen cheaper. With same price and only few resource points of difference there's little reason to recruit the Spearmen/Skirmishers.

The Slain and the Terrified Ethereal are interesting ideas, but it doesn't work out well enough IMO. I would give both a #firstshape of a purgator warrior, in flesh or as a weak spirit. The killed-but-not-dead body would become an ethereal when killed, and ethereal would transform (another firstshape) into ethereal warrior. Here is how I think it works:
1) A soldier dies in battle, but continues fighting as
2A) Slain
2B) Terrified Ethereal

If this creature survives the battle, it can adjust to its new life, that is, the firstshape kicks in if it survives the battle.
3A A Slain becomes a Slain Warrior, or Purgator Warrior, or what have you. If it is slain, it becomes a Terrified Ethereal.
3B A Terrified Ethereal becomes a Ghost Warrior, a Corpseless Warrior, or what have you. It would have minor fear, a non-damaging attack (maybe weak paralyze, str drain), and few hit points. If it is slain, it is lost.
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  #4  
Old January 31st, 2006, 03:51 PM
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Default Re: New Mod: Necropolis

I plan on continuing development for the mod and this will help greatly in refining and improving it. I know there are yet many holes to fill and changes to be made and you've helped identify them. Thank you for the constructive analysis, Endo.
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  #5  
Old January 31st, 2006, 03:53 PM
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Default Re: New Mod: Necropolis

shovah, I'm not sure what the problem is with accessing the file... I've uploaded both .rar files to my own domain and you can try downloading them from there:

http://www.plutoniumdoughnut.com/dom2mod_necropolis.rar

http://www.plutoniumdoughnut.com/dom2mod_novadeus.rar

Let me know if it works or not.
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  #6  
Old January 31st, 2006, 04:34 PM

shovah shovah is offline
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Default Re: New Mod: Necropolis

nope, still access denied (ive tried with firewall on and off)
edit: i just successfully saved it to my mods folder but still when i go to open it to instal/unzip i am denied
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  #7  
Old January 31st, 2006, 04:55 PM
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Default Re: New Mod: Necropolis

Ok, shovah. I have uploaded all of the source files for the mod straight to my domain so you can download them one-by-one using the links below.

Place the following files in your dominions2/mods/ directory:

http://www.plutoniumdoughnut.com/necro.dm
http://www.plutoniumdoughnut.com/necro_readme.txt

Place the following files in the dominions2/mods/necro/ directory:

http://www.plutoniumdoughnut.com/banner.tga
http://www.plutoniumdoughnut.com/commander_acolyte1.tga
http://www.plutoniumdoughnut.com/commander_acolyte2.tga
http://www.plutoniumdoughnut.com/com..._advocate1.tga
http://www.plutoniumdoughnut.com/com..._advocate2.tga
http://www.plutoniumdoughnut.com/commander_agent1.tga
http://www.plutoniumdoughnut.com/commander_agent2.tga
http://www.plutoniumdoughnut.com/commander_arbiter1.tga
http://www.plutoniumdoughnut.com/commander_arbiter2.tga
http://www.plutoniumdoughnut.com/com...judicator1.tga
http://www.plutoniumdoughnut.com/com...judicator2.tga
http://www.plutoniumdoughnut.com/commander_marshal1.tga
http://www.plutoniumdoughnut.com/commander_marshal2.tga
http://www.plutoniumdoughnut.com/commander_oldhand1.tga
http://www.plutoniumdoughnut.com/commander_oldhand2.tga
http://www.plutoniumdoughnut.com/commander_suicide1.tga
http://www.plutoniumdoughnut.com/commander_suicide2.tga
http://www.plutoniumdoughnut.com/gnome1.tga
http://www.plutoniumdoughnut.com/gnome2.tga
http://www.plutoniumdoughnut.com/hero_bow1.tga
http://www.plutoniumdoughnut.com/hero_bow2.tga
http://www.plutoniumdoughnut.com/hero_mots1.tga
http://www.plutoniumdoughnut.com/hero_mots2.tga
http://www.plutoniumdoughnut.com/hero_undermarshal1.tga
http://www.plutoniumdoughnut.com/hero_undermarshal2.tga
http://www.plutoniumdoughnut.com/misc_ethereal1.tga
http://www.plutoniumdoughnut.com/misc_ethereal2.tga
http://www.plutoniumdoughnut.com/misc_slain.tga
http://www.plutoniumdoughnut.com/necro_icon.tga
http://www.plutoniumdoughnut.com/pretender_father1.tga
http://www.plutoniumdoughnut.com/pretender_father2.tga
http://www.plutoniumdoughnut.com/recruit_archer1.tga
http://www.plutoniumdoughnut.com/recruit_archer2.tga
http://www.plutoniumdoughnut.com/recruit_cataguard1.tga
http://www.plutoniumdoughnut.com/recruit_cataguard2.tga
http://www.plutoniumdoughnut.com/recruit_catguard1.tga
http://www.plutoniumdoughnut.com/recruit_catguard2.tga
http://www.plutoniumdoughnut.com/rec...tguardaxe1.tga
http://www.plutoniumdoughnut.com/rec...tguardaxe2.tga
http://www.plutoniumdoughnut.com/recruit_sentinel1.tga
http://www.plutoniumdoughnut.com/recruit_sentinel2.tga
http://www.plutoniumdoughnut.com/recruit_spear1.tga
http://www.plutoniumdoughnut.com/recruit_spear2.tga
http://www.plutoniumdoughnut.com/recruit_spearjav1.tga
http://www.plutoniumdoughnut.com/recruit_spearjav2.tga
http://www.plutoniumdoughnut.com/recruit_warder1.tga
http://www.plutoniumdoughnut.com/recruit_warder2.tga
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  #8  
Old January 31st, 2006, 08:04 PM

shovah shovah is offline
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Default Re: New Mod: Necropolis

one thing (sorry about all this): all the things to put into \necro (ie when i click them it brings up the option to open them ect) but the top 2 to put into \mods only bring up the actually text file and while i can right click and save it to \mods im pretty sure that dosnt work (and i know nothing about files ect so this will probably all seem dumb) so what do i do with the top 2 (with them the rest should work)
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Old January 31st, 2006, 09:19 PM
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Default Re: New Mod: Necropolis

shovah,
Right click on the links that zepath has posted, and you should get a little menu box. Select "Save As" or "Save Link As" (depending on your browser), and you should get a save dialog box. Use this box to navigate to the folder where you want to save the file, and then click on the save button.

Hope that helps some...
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  #10  
Old January 31st, 2006, 10:14 PM
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Default Re: New Mod: Necropolis

shovah, I forgot two .tga files. Put these into your /necro directory as well:

http://www.plutoniumdoughnut.com/hero_mortarch1.tga
http://www.plutoniumdoughnut.com/hero_mortarch2.tga

Otherwise the game might crash when you get that particular hero. Hopefully you will be able to get the mod running. Let me know if you need more help and what you think about the mod.
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