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  #1  
Old August 9th, 2010, 08:34 AM
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Default Melita:The Cursed Cure (playable finally) V1.1

READY




My first ever mod is ready to be played.
Well I say "first mod" but I did do a little bit of work on the Dom3000 mod ages back. After returning back to the game I have decided to create my own mod, doing everything alone (except ideas I guess).

My vision for Melita is an EA nation based on the early people of Malta. A people who were advanced for their time, building what are now the oldest known free standing structures on earth. The Ggantija temples far predate even the pyramids.

other than personal knowledge (I was born in Malta...surprise surprise), the following link gave me ideas on how to set up the heirachy in the glorious land of Melita:

http://www.andrewcollins.com/page/ar...altaskulls.htm

I also found another article which mentions Dwarf elephants and hippos on Malta (sadly now fossilized...I want a little hippo) which I am contemplating on how to add in, the article is:

http://www.associatedcontent.com/art...g4.html?cat=37

and looking back now at what I typed it really looks like a history lesson. All apologies but I'm really eager to hear advice and ideas. Malta isn't a country many people know much about, and the information in those links was new to me (a native)

As already mentioned, not yet playable, no where near playable. Just got the ideas (NOT ENOUGH!!!) and a few sprites (many more to be added probably).

Click image for larger version

Name:	Melita Preview.png
Views:	950
Size:	37.4 KB
ID:	10344

Sacreds are everything with the elongated serpent like heads, based of the description of supposed religious leaders from the first link. They recuperate from afflictions but have increased encumberence. The serpent-faced priests (shown kneeling) suffer more greatly from the painfull and encumbering effects of their protruding skulls = more encumberance (bad for nations best mage-priests, will be balanced by making them magically pretty awesome) aswell as map-move 1/low ap.

Magic mainly nature with earth, death, blood, with a little astral and fire. I don't want them too C'tissian so no water pick, and the only poison resitant troops are cap only sacreds, cap only to prevent use of C'tis' "poison everything" tactics in the midgame.

50% poison resistance to sacreds, 100% to the sacred commander with the discoloured skin and dual weapons(trained to withstand poison further perhaps, to become closer to the thematic serpetine goddess.)

Fanatics (bare chested with 2 axes and green markings painted on body) will be beserkers.

3 varieties of cheap chaff given just a shield, weapons used would be things they'd likely have at home (pitchfork, scythe, woodaxe). No armour



Edit: After 2 years, finally ready for release

EA Melita (2).rar

Names are in Maltese, pronounce x as sh, j as y, g as dz. Don't pronounce gh - its always silent.


To Do List:
-suitable graph colour
-improve flag (little rushed)
-balancing
-better descriptions
-some way to get Fanaktu to auto-berserk
-cheap, recruit everywhere blood hunter
-compatability with major mods (atleast CBM)
Attached Files
File Type: rar Ea Melita.rar (82.6 KB, 217 views)
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Last edited by Nikelaos; August 8th, 2012 at 11:21 AM..
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  #2  
Old August 9th, 2010, 09:28 AM
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Default Re: Melita:The Cursed Cure (not yet playable)

Sounds great.
And very in-step with the game itself.
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Old August 10th, 2010, 06:23 PM
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Default Re: Melita:The Cursed Cure (not yet playable)

It means alot to hear (or ugh read) that.

I just added a couple of summons:

1)a sacred snake of sorts, has a feathery mane/crown. Sacred, standard, maybe some magic
2)Ancient undead fossil pigmy elephant (hell yeah!), size 3, trample, fear +0, high protection, relatively low health

I'll be giving them maltese names, but for now they shall been known only by their physical descriptions... my mother tongue is sleeping apparently.

I'll get to work on attack sprites for the others tommorrow.
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Old August 11th, 2010, 10:03 PM
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Default Re: Melita:The Cursed Cure (not yet playable)

The graphics are looking cool, I especially like the commanders.
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Old August 15th, 2010, 07:59 AM
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Default Re: Melita:The Cursed Cure (not yet playable)

New attack sprites.

Just the banner and nation flag left before I can start modding em in, I'll admit that the modding will probably take more time than really necesarry since I find it a little bit boring in comparison with making the sprites (aka THE FUN PART - other than playing the completed product.)
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Old August 15th, 2010, 05:38 PM
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Default Re: Melita:The Cursed Cure (not yet playable)

That's really cool, especially the sprites, being physicaly (or mentally) incapable of making a decent looking sprite on my own. Interesting theme to, and those summons are especially inventive.
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Old August 15th, 2010, 06:00 PM
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Default Re: Melita:The Cursed Cure (not yet playable)

Yeah I was quite proud of mah 'ancient undead fossil pigmy elephant' both because it's such a cool thing to say and because skeleton sprites are so difficult to draw. Especially when it's an unusual shaped animal like an elephant, I started off using the behemoth sprite to guide me but I ended up needing to rub out 90% of the original sprite and redraw it all in myself
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Old August 16th, 2010, 09:28 AM
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Default Re: Melita:The Cursed Cure (not yet playable)

Awesome sprites dude.

Looking forward to playing it, could very well qualify amongst the "regular" mod nations when finished.
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Old August 16th, 2010, 09:48 AM
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Default Re: Melita:The Cursed Cure (not yet playable)

Yep that's what I'm aiming for.
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Old August 18th, 2010, 12:33 PM
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Default Re: Melita:The Cursed Cure (not yet playable)

AAAAAAAAAAHHHHHHHHH *pulls out hair*

The mod is so nearly done, everything modded in with the exception of heroes and summons, this is what makes it painful.

I've ran into as few problems to do with images, I'd really appreciate some help.

1)My mod banner isn't showing up, i've tried both the sizes described in the manual and saved it as a .tga

2)The program I am using to create the sprites keeps recolouring 255,0,255 magenta from my shadows in 240,0,240 magenta when I save the files. I'll probably just put my sprites into good old ms paint to get around this.

3)My sprites (with the exception of the flag) are coming out quite small, closer to human than markata but still noticeably short. I have made all my sprites on a 128x128 pixel canvas if that would have any effect. They are aligned in the centre on the bottom of the canvas.

thanks in advance.
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