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  #1  
Old May 3rd, 2007, 03:41 PM
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Default Re: The new units

I am a little disappointed to be honest. Yeah, I know someone is going to come to my house and stab me for saying that.

I was expecting the Firbolgs to be size 3.

When I saw they had added Bean Sidhes, I was expecting them to be more like banshees. (But the way they did them is fine and not conflicting with the lore they are based on, there are several versions of what they look like and did.)

Also, the other Sidhe says in the description that she is a seductress, this must just be flavor text because she does not have the seduce icon? (I haven't had a chance to test it yet).

Eriu doesn't feel very red branch at all. It feels early celtic just like Tir na nog with a few mundane units thrown in.

No Dagda type pretender QQ.



Enough with the negative, here is the stuff I like...

I like the graphics for the Firbolg, I think they are awesome even if I think they are smaller than I imagined them being.

I like the overall take on Tir na nog. I think it is going be a really fun nation once I have a chance to mess around with it. I especially like the Bean Sidhe's chance to get 4 paths of magic, and the glamour is appropriately distributed among units.

---------------------------------------------------------

I am greatly appreciative of the effort that goes into this game after the release date. Adding these two nations has shown me once again that Illwinter really has a passion for this series that goes beyond making a buck. And in turn, they are creating a very loyal fan base

My post may have started off a bit negative, but really I can't complain, it's free stuff and I am satisfied with the effort. The let down being my impressions of how I imagined the nations having time to stew between patches
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  #2  
Old May 3rd, 2007, 04:01 PM
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Default Re: The new units

Baobhan Sidhe should probably have assassination. I've not tested that yet. Could end up on the list.
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Old May 3rd, 2007, 04:03 PM
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Default Re: The new units

No need, it works as intended.
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  #4  
Old May 3rd, 2007, 05:03 PM
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Default Re: The new units

Quote:
Foodstamp said:
When I saw they had added Bean Sidhes, I was expecting them to be more like banshees. (But the way they did them is fine and not conflicting with the lore they are based on, there are several versions of what they look like and did.)
Banshees are undead Bean Sidhes, silly. I don't know how to actually get them/her in the game, though. Might be a heroine.
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Old May 3rd, 2007, 05:12 PM
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Default Re: The new units

Actually banshees are just bean sidhes. There are different stories as to how they look, what they do. I was just expecting it to be the undead version you mentioned.
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Old May 3rd, 2007, 05:19 PM
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Default Re: The new units

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Foodstamp said:
Actually banshees are just bean sidhes. There are different stories as to how they look, what they do. I was just expecting it to be the undead version you mentioned.
I meant that the Bean Sidhes that have undead tag in the game are the ones with the weird scream. My version of AllView automatically updates itself whenever I create a new game in the new version. Doesn't yours?

Of course, the later unitnrs are full of horrible, horrible spoilers and units without descriptions. Like big sacred pigs.
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Old May 3rd, 2007, 05:20 PM
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Default Re: The new units

woot, there is an undead version? This patch is getting better by the moment.
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Old May 3rd, 2007, 05:24 PM
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Default Re: The new units

My all_view doesn't update like that. I custom made it so I could use a solid gray map for unit extraction. I will have to bump my numbers up a bit
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  #9  
Old May 3rd, 2007, 05:34 PM
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Default Re: The new units

Quote:
Foodstamp said:
My all_view doesn't update like that. I custom made it so I could use a solid gray map for unit extraction. I will have to bump my numbers up a bit

My AllView doesn't crash when I use unitnrs higher than those used in game, so there are hundreds of empty units in the end of the list. I created it with an active mod, and the mod in question creates a unit somewhere in the range of 2900 or so, and thanks to it all the nonexistant units between the last existing unit and it become copies of unit nr 1...



I use a .bat file created with the help of friendly neighbourhood lch. Essentially:

ren guiborder2.tga guiborder2.old
ren guiborder2.new guiborder2.tga
dom3.exe -w -r 800 600 --opacity 1 --filtering 0
ren guiborder2.tga guiborder2.new
ren guiborder2.old guiborder2.tga

or "all the right extraction settings in a window of correct size, with an even-colored background that gives a slight hue (opacity 1) to the black map I use for extraction so that the shadow of the sprite is of slightly different black than the background."
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Old May 3rd, 2007, 05:35 PM
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Default Re: The new units

Quote:
Endoperez said:
Of course, the later unitnrs are full of horrible, horrible spoilers and units without descriptions. Like big sacred pigs.
Yep. The Pathological units are pretty nasty pieces of work if you have to come up against them. By the way, the misspelling is intentional. You can all thank Kaljamaha for that, when he saw the PArtholonian Sorcerer appear in the progress list way back when, he misread that as "Pathological Sorcerer" and much hilarity ensued. I always mentally refer to the Partholonians as "Pathologicals" now...
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