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April 26th, 2007, 09:18 PM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Mod: ME Fiery Caelum
I know you mean palette shifts - those are easy, but extracting a perfect sprite from the game is HARD. So what you propose isn't simple at all.
Seriously, I just redraw most of this stuff from a screengrab rather than trying to extract it perfectly. And that takes time, effort and maybe even skill.
The best person at extracting sprites here is Singularity. He posted a method up a while back and you can see some damn near perfectly extracted sprites in his DominionsPlus mod. I suggest you search for the method. Every perfectly extracted sprite available to me is a big bonus, I just don't want to do it myself because the process is long and difficult :]
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April 26th, 2007, 10:12 PM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
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Thanked 16 Times in 14 Posts
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Re: Mod: ME Fiery Caelum
Shovah: I don't want this to feel very 'icy' at all. So no ice summons (necessarily). If I did go that route it would be something like an icefire elemental.
Personally, I don't think that this mod is going to _need_ a 'hp soak' unit, especially as a national unit. These guys have Fire/Air, Fire/Water, Death/Air, _and_ Death/Fire. Their combat magic is going to be brutal enough as it is. Therefore, they don't need to outlast the opponent, _per se_. They just need a bit of time to work their magic. Which is why standoff weapons like bows and (especially) the javelins will be so good for them.
Besides, it's not like they have the combat summon spam options closed to them either, y'know?
That brings up another point. Short of brute-forcing a Purgatory dominion, is there any way to pull these guys up short of exploiting the Undead themselves?
Sombre: Hm, I'll look into it. Maybe sometime this weekend, but there's something going on that might actually stall the mod for a while.
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April 26th, 2007, 11:12 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: Mod: ME Fiery Caelum
I dont think they would really need a hp soak unit either(although the javelin guys will only get around one round of firing so not exactly standoff weapons) but i just thought that the caelians would have missed their big hairy friends
Give me atleast one fairly large summoned unit and i will be happy 
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April 27th, 2007, 08:41 AM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
Thanks: 10
Thanked 16 Times in 14 Posts
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Re: Mod: ME Fiery Caelum
There are any number of 'large summoned' units that this nation will be able to summon. About the only 'non-Caelian' national summon I might consider is a Phoenix (at ~Conjuration 8).
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April 27th, 2007, 09:08 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Thanked 855 Times in 291 Posts
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Re: Mod: ME Fiery Caelum
Ooh, a phoenix summon would be cool. You might want to make it a bit more powerful than the pretender though, since A1F1 wouldn't be so useful.
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April 27th, 2007, 11:11 AM
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Second Lieutenant
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Join Date: May 2006
Posts: 465
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Re: Mod: ME Fiery Caelum
Llama: I had intended to, trust me.  I might also make a 'Firebird' non-commander summon for them as well.
Think a flying Fire Flare mob.
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April 27th, 2007, 01:18 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
Posts: 1,923
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Re: Mod: ME Fiery Caelum
it may not be exceptionally tough but a phoenix will nicely fill the 'big unit' gap for me
Hooray for VedalkenBear
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