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  #1  
Old March 7th, 2008, 08:43 AM
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Default Re: New Nation: Hellgate

I mean how many different kinds of guys with swords can you make before they all start to look alike? All the truly original mods are already made. I looked at my latest mod and it looked just like the previous few.

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Start giving them different weapons! problem solved!
I tried that in my "Travelers" mod. But its still swords and axes no matter what you call them.
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  #2  
Old March 7th, 2008, 09:03 AM

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Default Re: New Nation: Hellgate

Perhaps you could focus on spell modding or even mapping, if you need a change of pace/scenery.

I think it's good to take a break, go back and update older mods sometimes though.
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  #3  
Old March 7th, 2008, 05:18 PM

Shovah32 Shovah32 is offline
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Default Re: New Nation: Hellgate

I can definitely see Amos making us some nice spells should he feel like doing so .
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  #4  
Old March 8th, 2008, 12:36 AM
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Default Re: New Nation: Hellgate

It'd be awesome to have a fairly big mod that adds alot of new spells, probably focusing on new and exotic summons, but some effects are a little limited.

And sombre's right about the break, I haven't made a mod in ages and my imagination's going nuts, but I've yet to settle.....
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  #5  
Old March 8th, 2008, 01:41 AM
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Default Re: New Nation: Hellgate

Quote:
Amos said:
All the truly original mods are already made.
This I do not understand at all, every mod I personally work on, or someone else's mod I try, gives me enough material and ideas to create two more. Even if I had a hundred fold more time than I do now, I don't think I would be ever done.

My advice to you, (if you really want to keep at it, and not actually go for a break, which is perfectly fine, and probably healthy, considering your prodigious output) try examining a mythology you're unfamiliar with. Or watch the history channel, or examine fantasy games and worlds you like, or pick up some fantasy book you've been putting off, or read an online developer diary about ideas that were left unused.

There are plenty of sources, and yes, many things are impossible to recreate in Dominions, but just as many are possible.
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  #6  
Old March 8th, 2008, 03:10 AM
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Default Re: New Nation: Hellgate

I believe there's a bug with the Hellion General. He only has leadership 40. Should be 80 or 120?
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  #7  
Old March 8th, 2008, 03:20 AM
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Default Re: New Nation: Hellgate

When I say original I mean mod design not a story.

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I believe there's a bug with the Hellion General. He only has leadership 40. Should be 80 or 120?
He has 90 undead leadership and all the national troops are demons.


Added a new hero "Abaddon".
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  #8  
Old March 9th, 2008, 07:59 AM
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Default Re: New Nation: Hellgate

Added a new spell "Summon False Prophet".
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  #9  
Old March 9th, 2008, 08:45 AM
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Default Re: New Nation: Hellgate

Version 0.02

"Maleficium Demonicus", "Master of Malice" and "Pit Lord" are made capital only.
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  #10  
Old March 10th, 2008, 05:59 AM
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Default Re: New Nation: Hellgate

Gave "Pit Lord" siegebonus 15.
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