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  #1  
Old November 25th, 2009, 01:11 AM
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HoneyBadger HoneyBadger is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Well, it'll certainly be a fun Nation to try out, whenever I get the chance. Hopefully, it can get some MP testing, and we can get a better idea of balance. I'm anxious to see the rest of the National units.
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  #2  
Old December 19th, 2009, 02:53 AM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Classes are done for the time being; back to working on this. How does one modify the little icon for magic sites?
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Old December 19th, 2009, 02:47 PM

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Default Re: Possible mod nation? - Kingdom of Angmar

Anyone had any success putting magic beings into province defense? My trolls aren't showing up at all.

Code:
#newmonster 2886
#name "Hill Troll"
#spr1 ".\Angmar\Hill Troll\1399_o-bakemono_1.tga"
#spr2 ".\Angmar\Hill Troll\1399_o-bakemono_2.tga"
#descr "Nightblades that are assigned to defend a given area frequently go out and claim leadership over a pack of the hill trolls that live in and around the Misty Mountains.  Capable of protecting the trolls temporarily from the light of the sun, which petrifies unprotected trolls. the Nightblade simply puts the pack of trolls in the path of any incoming enemies.  The result is usually messy and great fun for the trolls.  Sometimes the results are less than spectacular for the Nightblade, since the trolls have a nasty habit of running away over the top of their leader."
#hp 38
#size 3
#prot 8
#mor 10
#mr 12
#enc 2
#maxage 200
#str 20
#att 10
#def 10
#prec 8
#ap 14
#mapmove 1
#magicbeing
#regeneration 10
#mountainsurvival
#coldres 50
#darkvision 50
#supplybonus -8
#berserk 8
#weapon "Great Club"
#gcost 60
#rcost 12
#end
Code:
#defcom1 "Rhudaur Chieftain"
#defcom2 "Nightblade"
#defunit1 "Rhudaur Savage"
#defunit1b "Rhudaur Stalker"
#defunit2 "Angmar Bowman"
#defunit2b "Hill Troll"
#defmult1 30
#defmult1b 15
#defmult2 20
#defmult2 8
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  #4  
Old December 21st, 2009, 12:08 PM
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Default Re: Possible mod nation? - Kingdom of Angmar

Quote:
Originally Posted by LumenPlacidum View Post
Classes are done for the time being; back to working on this. How does one modify the little icon for magic sites?
Change the path and level of the site. There are a few different icons for each path; I believe there was a thread about this recently, where Foodstamp (I think) posted a graphic with all the site icons...
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  #5  
Old February 22nd, 2010, 10:34 PM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

It's been a while, but I got some of the sprites going. Modifying them really speeds up once you've done a few. Please let me know what you think so far with the stats/sprites. Here they are:

Captain of Carn Dum (pretty basic leader commander):


Gundabad Elite Warrior (cap-only heavy infantry):


Angmar Swordsman (heavy infantry):


Angmar Bowman (heavy archer/light infantry):


Edit...
Oh, also the Gundabad Shaman (best recruitable mage and cap-only, the random magic paths are 110% FWDB)


The berserk and reinvig on both the orc units are +4 and 3 respectively.

Last edited by LumenPlacidum; February 22nd, 2010 at 10:43 PM..
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  #6  
Old February 23rd, 2010, 01:47 AM

LumenPlacidum LumenPlacidum is offline
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Default Re: Possible mod nation? - Kingdom of Angmar

Gundabad Warrior (cap-only heavy infantry with a bit less offensive potential; that's berserk +3, reinvig 3):


Snaga Goblin (light infantry; berserk +2 and good stats for size 1):


There are 6 more units to go in their basic lineup before I post a working copy.
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