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  #1  
Old September 5th, 2009, 03:00 AM
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Juzza Juzza is offline
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Default Temeria, Resurgence of the Witchers

Greetings all, I'm back (For those who remember me) and I'm modding again, mu most recent attempt is Temeria, Resurgence if the Witchers. This mod is based on Andrzej Sapkowskis, a polish fantasy author, books and video game, the game entitled, The Witcher. The mod itself will contain Specialty commanders name, you guessed it, Witchers.

Witchers in Andrzej Sapkowskis novels are in the most basic description, monster hunts and assassins, however in this mod they are specialized commanders.

Witcher:
Spy
Stealth +20
Assassin
All Survivals
1 Blood magic(For witcher signs)
Witcher Signs
Witchers Steel sword
Witchers Silver sword
Changes form to change swords.
Very High: Moral, Witchers are practically fearless, but will flee
High: Att, Def, Movement, Hp, Mr, Per, Darkvision(75) Resistance to poison
Above average: Str, Mapmove, Resistances to Cold, fire, lightning

Considering:
Removing Spy
Adding 1% regeneration

Need to:
Finnish witcher signs
Test Witchers with other units

Thus far, I am concentrating on getting the Witcher down, before i work on basic troops and even commanders for the nation will likely relay on some sort of strategy using Witchers.

I have added the very foundations of the mod for download, it only contains the Witcher commander and 5 witcher signs. (They are blood magic)

I've done a bit of balancing and some descriptions and am going to go onto units and other commanders.
Attached Files
File Type: zip witcher.zip (126.4 KB, 240 views)

Last edited by Juzza; September 12th, 2009 at 01:20 AM.. Reason: Missed some stuff
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  #2  
Old September 5th, 2009, 03:09 AM
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Burnsaber Burnsaber is offline
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Default Re: Temeria, Resurgence of the Witchers

Hi! Long time no see. Glad to see that you are back to modding, we got all sorts new toys now, like the #onebattlespell. I really liked your pirate back in the days, it got me into modding.

I really got nothing on the topic unfortunately, I'm not really familiar on the lore in question.
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  #3  
Old September 5th, 2009, 03:20 AM
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Default Re: Temeria, Resurgence of the Witchers

Thanks that pirate nation was the best mod I've made, artwise for sure, I don't know how well it'll turn out for this one however, I'll post my Witcher avatar up in a bit.
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  #4  
Old September 11th, 2009, 01:47 AM
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Default Re: Temeria, Resurgence of the Witchers

Updated.

Thankyou Burnsaber looking at your cross path spells mod really helped me get the idea of spell modding.

Also, how do I get the Mod tag in front of this Topic?
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  #5  
Old September 11th, 2009, 09:24 AM
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Default Re: Temeria, Resurgence of the Witchers

Quote:
Originally Posted by Juzza View Post
Updated.

Thankyou Burnsaber looking at your cross path spells mod really helped me get the idea of spell modding.
Thanks for the compliment. If you need any help at any point, just PM me.

Quote:
Originally Posted by Juzza View Post
Also, how do I get the Mod tag in front of this Topic?
When you edit your post on the "advanced" screen, you can choose a tag from the slide menu at left side of the thread title.
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  #6  
Old November 22nd, 2010, 09:23 AM
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Default Re: Temeria, Resurgence of the Witchers

Tick tock, tick tock, goes goes the modding clock. I'm working on this again.
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  #7  
Old November 23rd, 2010, 04:37 AM
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Default Re: Temeria, Resurgence of the Witchers

I've posted preview of the sprites. I'm wondering if you think that the shields are too bright. I have Action sprites for them all but can't be bothered uploading those atm.

The top left is the Witcher Sprite. Here's their stats they are pretty nasty possibly too nasty. Any thoughts?

#newmonster 2400
#spr1 "witcher/witcher1.tga"
#spr2 "witcher/witcher2.tga"
#name "Witcher"
#descr "The Witchers of Kaer Morhen usually begin as an orphan child or a child offered in payment for a witchers service. They are trained from when they are young and subjected to various herbs, stimulants and magical concoctions, known as the trial of the grasses, which is excruciating painful. Reportably only four in ten Witchers survive the trial. However the survivors are rewarded with lighting fast reflexes, inhuman strength a great resistance to magic. Wtichers were orginaly monster hunters who for a fee would kill or remove monsters, curses and solve other mysterious happenings. But now with the kingdoms united under one leader, Emperor Foltest, the witchers now serve as specialty troops, spies and assassins in his ever growing army. (This Witcher Wields the Steel swords, change shape to wield the Silver Sword)"
#hp 25
#size 2
#ressize 2
#prot 0
#mor 25
#mr 15
#enc 1
#str 16
#att 15
#def 18
#prec 15
#mapmove 3
#ap 20
#gcost 400
#rcost 1
#weapon 950
#armor "Leather Cuirass"
#armor "Iron Cap"
#poorleader
#poormagicleader
#itemslots 7296 -- one head, one body, one feet, one misc
#magicskill 7 1
#coldres 25
#fireres 25
#poisonres 50
#shockres 25
#forestsurvival
#mountainsurvival
#swampsurvival
#wastesurvival
#darkvision 75
#assassin
#stealthy 20
#reinvigoration 2
#maxage 150
#startage 20
#researchbonus -9
#shapechange "Witcher" | 2401
#end

#newmonster 2401
#spr1 "witcher/witcher1.tga"
#spr2 "witcher/witcher2.tga"
#name "Witcher"
#descr "The Witchers of Kaer Morhen usually begin as an orphan child or a child offered in payment for a witchers service. They are trained from when they are young and subjected to various herbs, stimulants and magical concoctions, known as the trial of the grasses, which is excruciating painful. Reportably only four in ten Witchers survive the trial. However the survivors are rewarded with lighting fast reflexes, inhuman strength a great resistance to magic. Wtichers were orginaly monster hunters who for a fee would kill or remove monsters, curses and solve other mysterious happenings. But now with the kingdoms united under one leader, Emperor Foltest, the witchers now serve as specialty troops, spies and assassins in his ever growing army. (This Witcher Wields the Silver swords, change shape to wield the Steel Sword)"
#hp 25
#size 2
#ressize 2
#prot 0
#mor 25
#mr 16
#enc 1
#str 16
#att 15
#def 18
#prec 15
#mapmove 3
#ap 20
#gcost 400
#rcost 1
#weapon 951
#armor "Leather Cuirass"
#armor "Iron Cap"
#poorleader
#poormagicleader
#itemslots 7296 -- one head, one body, one feet, one misc
#magicskill 7 1
#coldres 25
#fireres 25
#poisonres 50
#shockres 25
#forestsurvival
#mountainsurvival
#swampsurvival
#wastesurvival
#darkvision 75
#assassin
#stealthy 20
#reinvigoration 2
#maxage 150
#startage 20
#researchbonus -9
#shapechange "Witcher" | 2400
#end

#newweapon 950
#name "Witchers Sword"
#dmg 12
#len 3
#att 4
#def 4
#sound 8
#rcost 20
#twohanded
#armorpiercing
#end

#newweapon 951
#name "Witchers Silver Sword"
#dmg 10
#len 3
#att 3
#def 3
#sound 8
#rcost 25
#twohanded
#magic
#dt_magic
#end

I wanted this sword to do triple damage vs Undead, Demons and Larger beings but unfortunately they can only have one tag.

#newspell
#name "Sign of Igni"
#descr "The Signs are witcher magick and hexes. The Sign of Igni sends a blast of raw fire hurtling torwards enermies."
#restricted 76
#school 6
#researchlevel 0
#path 0 7
#pathlevel 0 1
#fatiguecost 25
#range 15
#aoe 1
#damage 5
#nreff 1
#precision 0
#spec 96
#flightspr 10086
#nextspell "Combustion"
#end

#selectspell "Combustion"
#end

#newspell
#name "Aard"
#descr "This is used as a nextspell"
#school -1
#researchlevel 0
#path 0 7
#pathlevel 0 1
#aoe 1
#range 0
#precision 100
#effect 3
#damage 1060
#fatiguecost 0
#nreff 1
#spec 8388609
#end

#newspell
#name "Sign of Aard"
#descr "The Signs are witcher magick and hexes. The Sign of Aard is a offensive sign that sends a gust of energy that pushes back or knocks over opponents, resulting in fatigue and some damage. The Witchers strength is added to the signs damage."
#restricted 76
#school 6
#researchlevel 0
#path 0 7
#sound 22
#pathlevel 0 1
#aoe 1
#effect 2
#damage -8
#fatiguecost 25
#precision 0
#nreff 1
#range 10
#spec 8388609
#flightspr 10085
#explspr 10105
#nextspell "Aard"
#end

#newspell
#copyspell "Air Shield" | 96
#name "Sign of Quen"
#descr "The Signs are witcher magick and hexes. The Sign of Quen is a protective sign creates a barrier around the witcher using a complex sign that protects him from missles."
#restricted 76
#school 6
#researchlevel 0
#path 0 7
#pathlevel 0 1
#fatiguecost 30
#nreff 1
#end

#newspell
#name "Sign of Axii"
#descr "The Signs are witcher magick and hexes."
#restricted 76
#school 6
#researchlevel 0
#path 0 7
#pathlevel 0 1
#precision 10
#range 13
#aoe 1
#effect 66
#damage 9006
#fatiguecost 25
#flightspr 10081
#explspr 10001
#nreff 1
#spec 8540288
#end

#newspell
#name "Yrden"
#descr "This spell is used as a nextspell"
#restricted 76
#school -1
#researchlevel 0
#path 0 7
#pathlevel 0 1
#precision 100
#range 100
#aoe 1
#effect 7
#damage 15
#fatiguecost 0
#nreff 1
#flightspr -1
#nextspell "Blindness" | 377

#end


#newspell
#name "Sign of Yrden"
#descr "The Signs are witcher magick and hexes."
#restricted 76
#school 6
#researchlevel 0
#path 0 7
#pathlevel 0 1
#precision 10
#range 13
#aoe 1
#effect 2
#damage 3
#fatiguecost 25
#nreff 1
#flightspr -1
#spec 64
#nextspell "Yrden"
#end
Attached Images
File Type: bmp aDisplay.bmp (70.8 KB, 128 views)
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  #8  
Old November 23rd, 2010, 09:25 AM
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Default Re: Temeria, Resurgence of the Witchers

Quote:
Originally Posted by Juzza View Post
#newweapon 951
#name "Witchers Silver Sword"
#dmg 10
#len 3
#att 3
#def 3
#sound 8
#rcost 25
#twohanded
#magic
#dt_magic
#end

I wanted this sword to do triple damage vs Undead, Demons and Larger beings but unfortunately they can only have one tag.
Note that the "#dt_magic" tag doesn't do any of those effects (it's double damage to magic beings.)

You could achieve some of the effect that you're looking for with secondary effects, btw. Change the base weapon to have "#dt_holy" (for the undead/demon bonus), and add a #secondaryeffect with the "#dt_magic" or "#dt_large" flag. Unfortunately, since they're all multipliers, you probably won't want to add more than one secondaryeffect, as it will inflate the base damage too much. Note that there is a "#dt_demon" tag to restrict the damage to demons, but no equivalent for undead, magic beings, or larger beings.

Also - since both your shapes have the same unit name - won't the 2nd description overwrite the first (i.e. it will always say the unit wields either the steel or the silver swords, and won't change back and forth.)
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  #9  
Old November 23rd, 2010, 07:55 PM
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Default Re: Temeria, Resurgence of the Witchers

Thanks for the input I'm aware dt_magic only does x2 vs magical I don't need a lecture on basic modding.

secondaryeffect doesn't work like that,

"This secondary effect will affect anyone harmed
by the weapon. See Table 7 for some effects.
The effects are actually also weapons and share
the same numbers as all other weapons."

And no, the shapechanging works fine because it's reliant on the monster number and the name. If the description didn't change neither would anything else as it changes the creature to an entirely different creature.
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Dinnas'Arval Mod:
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Free Port:
http://forum.shrapnelgames.com/showt...+nation&page=3

Currently working on:
http://forum.shrapnelgames.com/showt...hlight=witcher
Inspired by the game The Witcher and the Witcher Novels.
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Old November 23rd, 2010, 10:59 PM
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Default Re: Temeria, Resurgence of the Witchers

Quote:
Originally Posted by Juzza View Post
Thanks for the input I'm aware dt_magic only does x2 vs magical I don't need a lecture on basic modding.
Sorry, I wasn't trying to lecture you. It wasn't entirely clear from your post that you had that sorted.

Quote:
Originally Posted by Juzza View Post
secondaryeffect doesn't work like that,

"This secondary effect will affect anyone harmed
by the weapon. See Table 7 for some effects.
The effects are actually also weapons and share
the same numbers as all other weapons."
What I was suggesting (and didn't spell out as explicitly as perhaps I might have) is that you could lower the damage of the first weapon (e.g. to 1/2 its value), give it the #dt_holy tag, and then add a secondaryeffect with the other half of the base damage and #dt_magic. Then you'd have (1/2 + 1/2 = normal damage to things other than demons, undead, or magic beings. Demons/undead would take (1/2 * 3 + 1/2), Magic beings would take (1/2 + (1/2 * 2)).

Not perfect (especially as the values would be affected separately by armor), but perhaps closer. Or not; ignore at will.

Quote:
And no, the shapechanging works fine because it's reliant on the monster number and the name. If the description didn't change neither would anything else as it changes the creature to an entirely different creature.
I was asking because it was my understanding that naming two units the same will cause ill effects (one description overwriting the other) whether or not the two are linked via a shapechange transformation. I've definitely seen the effect whereby naming a custom unit the same as an out of the box unit updates one or the other's description in an unintended manner. However, I've just re-tried it with a simple test mod, and it didn't seem to happen, so perhaps it's been fixed in one patch or another.
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