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  #1  
Old April 9th, 2004, 06:38 PM
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Default Re: Kolum Mod Project

Awesome! Those series are amongst my Favorites (albeit I think Cook's "Dread Empire" series was better than the Black Company books), and, especially now that Illwinter has apparently made it possible to mod pretenders, would be perfect for Dominions. The Hanged Man, Howler, etc, all scheming and warring for Dominion.

And the ... critters from the far side of the Icewall certainly make an interesting nation, as do the Wildlings actually.

I'll be very interested in seeing how things go, and possibly willing / able to help out, as a near-scholar of those two milieus.
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Old April 9th, 2004, 06:59 PM
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Default Re: Kolum Mod Project

Quote:
Originally posted by Cainehill:
Awesome! Those series are amongst my Favorites (albeit I think Cook's "Dread Empire" series was better than the Black Company books), and, especially now that Illwinter has apparently made it possible to mod pretenders, would be perfect for Dominions. The Hanged Man, Howler, etc, all scheming and warring for Dominion.

And the ... critters from the far side of the Icewall certainly make an interesting nation, as do the Wildlings actually.

I'll be very interested in seeing how things go, and possibly willing / able to help out, as a near-scholar of those two milieus.
Well, keep in mind that my setting is just heavily influenced by those books and isn't in any way supposed to be representative of them. While there are a few characters you might see sort of re-embodied in new forms, the terrain should be pretty much brand new to you. I know that someone else here was working on a Black Company mod but was still in the early going. They've got an incomplete Version on the IW site.

As it stands, I'm now sitting about and educating myself in PhotoShop which is, well, rough and slowgoing, particularly with two bad mice. Making sprites is probably going to be the slowest part of this project, sadly. What I'd really like are some tips from the pros on how to cut into the time consumption that requires.
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Old April 9th, 2004, 09:07 PM
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Default Re: Kolum Mod Project

Sounds great. I hope you will update this thread with news quite regular !
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Old April 9th, 2004, 11:24 PM

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Default Re: Kolum Mod Project

Excellent! More mods, more playing. I hope you can finish the mod in the schelude and I hope it will be as good as u told. Maybe you could send/publish some alphas and betas so people don't have to wait so long time.
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Old April 10th, 2004, 05:26 AM

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Default Re: Kolum Mod Project

Added to the Mod Projects Link in order to give better advertising. You might want to ask for specific jobs or things done or what you are looking for Miguel in order to have a better response.
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Old April 10th, 2004, 05:28 PM
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Default Re: Kolum Mod Project

Thanks Zen!

As a sidenote, the description on the mod link should likely be altered as I'm converting a D&D campaign world to a set of mods and that world is only influenced by, not actually a direct translation of, the Martin and Cook books.

As for what I need in terms of help, nothing immediately. I'll likely post a sample .dm file for the first army in the near future and see if people have any comments on the play balance issues. Those sorts of suggestions would be the most help -- otherwise, it's largely a solo project unless someone just has a burning desire to take my designs and write up initial .dm files or (better) draw up some .tgas for the units (as that's likely to be the most time-consuming part)
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Old April 10th, 2004, 09:43 PM
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Default Re: Kolum Mod Project

Here's a question that's arisen as I'm developing my Kolum mod. I've decided that in creating the nation belonging to my Matriarch, I'd like to work off the C'tis Desert Tombs theme as it's very much in keeping with what I want. I wonder, however, whether developing such a mod will work.

Question 1: I'm looking at simply rewriting all units pertinent to C'tis Desert Tombs, so the theme in theory would work just fine. It's important to me to give the nation its theme-specific summons which I'm revamping considerably. I'm just wondering if there are any difficulties (aside from having to tell players through the design notes/nation descrips that they HAVE to choose the Desert Tombs theme in order for the army to be properly balanced) that come with developing a nation mod with the use of a specific theme in mind, particularly since I plan on using it for my Ermor (Ashen Empire) and Pangaea (Carrion Woods) themes as well.

(And yes, a game involving those three armies in my world WOULD lead to a great deal of bLasted territory. That's sort of part of its theme.)

Question 2: Let's say I include the Empoisoner's Guild as a starting site but rename the Empoisoner something like "The Matriarch's Hand" and restat it accordingly. Will including the site (assuming I mod the correct unit, as opposed to creating a new one) have any problems calling up my new Hand? I'd imagine not. Further, would it change the text on the site to read "Can recruit The Matriarch's Hand" or is that a defined bit of text as opposed to a "Can recruit X" variable?
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