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  #1  
Old February 9th, 2007, 02:42 AM

Sombre Sombre is offline
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Default Re: New Nation(s): Exile/Avernum

Progress so far has been pretty quick. Dom3 modding is pretty damn user friendly and the graphics from exile require very little modification to fit the game. I should have a very basic version to upload,.. tomorrow probably.

So far these are playable but still have stuff like proper names missing etc. The graphics and basic stats are all there though.

UNITS
Avernite Guard
Avernite Archer
Nephilim Brave
Nephilim Archer
Nephilim Warrior
Slith Warrior
Slith Warborn - sacred

LEADERS
Scout (standard vanilla one)
Avernite Captain
Slith Lord - sacred
Nephilim Chief
Nephilim Shaman - sacred, Priest1, Nature1, random other pick
Slith Pyromancer - Earth1, Fire2
Slith Hydromancer - Earth1, Water2

PRETENDER
Splintered Crystal Soul - Immobile astral4, dom5, 50 points.

To be added.

UNITS
Vahnatai Warrior
Vahnatai Soulguard

LEADERS
Vahnatai shapers etc that I haven't decided on yet. No nonmagic leaders for Vahnatai.

HEROES
I might not add the actual heroes from exile series, I'm not sure. I sort of prefer to have my own versions - what do you guys think?


Is it just me or are the slots for modding nametypes extremely limited? I mean every unique hero you need takes up a whole slot with their name. I guess you can go overwriting the slots of nations that aren't in the era your mod is for,... but what the hell?
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  #2  
Old February 9th, 2007, 04:10 AM

Aeshi Aeshi is offline
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Default Re: New Nation(s): Exile/Avernum

Remember Slith have a little fire resistance. (5%-25%?)
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  #3  
Old February 9th, 2007, 05:21 AM

Sombre Sombre is offline
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Default Re: New Nation(s): Exile/Avernum

I've given slith poison and fire resistance. They are the basically the best troops Avernum has. The warborn also have some regenerative ability.

Can people here come up with some more random Slith and Nephilim names for me to use?

So far my name pool looks like this,..

------- Slithzerikai names

#selectnametype 145
#clear
#addname "Slaan"
#addname "Sleethi"
#addname "Ssersses"
#addname "Slither"
#addname "Slassga"
#addname "Slisskril"
#end

------ Nephilim names

#selectnametype 146
#clear
#addname "Frrrg"
#addname "MrrPrr"
#end

------ Vahnatai names

#selectnametype 147
#clear
#addname "Bon-Ihrno"
#addname "Tesa-Ihrno"
#addname "Volas-Ihrno"
#addname "Merak-Ihrno"
#addname "Tekora-Tel"
#addname "Ramda-Tel"
#addname "Tesa-Tel"
#addname "Yosa-Tel"
#addname "Braha-Tel"
#addname "Omni-Tel"
#addname "Pak-Tel"
#addname "Cesa-Ka"
#addname "Mara-Ka"
#addname "Brasa-Ka"
#addname "Morta-Ka"
#addname "Torra-Ka"
#addname "Patma-Ka"
#addname "Remako-Ka"
#addname "Tero-Ka"
#addname "Meni-Ka"
#addname "Jorip-Ka"
#end
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  #4  
Old February 9th, 2007, 01:09 PM

Aeshi Aeshi is offline
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Default Re: New Nation(s): Exile/Avernum

Bon-Ihrno is an important character (hero?) from the game I think

Nephilim Names:
Mrrrrrrr
Frrrmrrr
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  #5  
Old February 9th, 2007, 01:17 PM

aku666 aku666 is offline
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Default Re: New Nation(s): Exile/Avernum

I don't think that merging Avernum and Vahnatai as one race is a good idea. Vahnatai are aliens to men (even enemies in A3). Avernum should be like in A4 (if you played it) - men, cats and lizards. Without aliens
Maybe add Vahnatai as a third nation? That would be cool.
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  #6  
Old February 9th, 2007, 02:26 PM

Sombre Sombre is offline
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Default Re: New Nation(s): Exile/Avernum

I haven't played much of the Avernum series although I played all through Exile 1-3 back in the day. Although it was Vahnatai in Exile 3 causing most of the trouble in Exile 2 (mid era effectively) they were allies of the Exiles.

For now I've pretty much come up with a 'whatif' alternate scenario for avernum/exile (exile II era) which allows them to semi-fit into the dom3 world. In the future I may well create a seperate Vahnatai faction as well as 'feral' Nephilim and Slith nations. As it stands this nation has a bit of all 4 races but it is clearly ruled by the Vahnatai and at least in v0.3 the avernites actually only have 2 units and 1 leader (that I /will/ be changing in the next release version).

I could make a totally faithful Exile mod but it would take a lot longer and I'm not sure how well it would fit into dom3 anyway. For the time being enjoy the nostalgic graphics and give me a little feedback (be as critical as you like, but try to be constructive).

Cheers ;]
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  #7  
Old February 9th, 2007, 03:45 PM

Aeshi Aeshi is offline
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Default Re: New Nation(s): Exile/Avernum

Note to other mac users:this mod is NOT mac compatible.Enabling this mod anc clicking "create new game" results in a crash
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  #8  
Old February 9th, 2007, 04:10 PM

Sombre Sombre is offline
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Default Re: New Nation(s): Exile/Avernum

Are you sure that's a mac compatability issue?

I admit I don't know anything about macs but I can't see why there would be any problem with this running on any copy of dom3. Does anyone else have it working? It's possible there's just something up with the copy I uploaded.

For now all I can say is it works for me,.. I'm running dom3 version 3.00.
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