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  #21  
Old October 22nd, 2007, 04:32 AM

Sombre Sombre is offline
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Default Re: Age of Wonders Mod

I suggest you test it so you know what's possible before you really get into this mod.
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  #22  
Old October 23rd, 2007, 04:42 PM

Tyrian Tyrian is offline
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Default Re: Age of Wonders Mod

If you proceed like this, by create "hybrid" nation, I'm not sure about the "flavor" that will result. The AoW dwarves with glamour seems very strange to me .
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  #23  
Old October 23rd, 2007, 06:34 PM
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Default Re: Age of Wonders Mod

Glamour should only be given to those AoW units with Blur like the Tigeran Mystics and the Iron Maidens.
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My Mods:
Tarent Mod:
http://forum.shrapnelgames.com/showt...ghlight=Tarent

Dinnas'Arval Mod:
http://forum.shrapnelgames.com/showt...nnas'Arval

Free Port:
http://forum.shrapnelgames.com/showt...+nation&page=3

Currently working on:
http://forum.shrapnelgames.com/showt...hlight=witcher
Inspired by the game The Witcher and the Witcher Novels.
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  #24  
Old October 24th, 2007, 11:14 PM

Professor_Dyar Professor_Dyar is offline
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Default Re: Age of Wonders Mod

I'll test it when I get time - unlikely to be able to until next week (as I said, RL intervenes)
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  #25  
Old October 25th, 2007, 03:17 AM
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Default Re: Age of Wonders Mod

you see, I have a way to avoid this rl stuff, I have no life
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My Mods:
Tarent Mod:
http://forum.shrapnelgames.com/showt...ghlight=Tarent

Dinnas'Arval Mod:
http://forum.shrapnelgames.com/showt...nnas'Arval

Free Port:
http://forum.shrapnelgames.com/showt...+nation&page=3

Currently working on:
http://forum.shrapnelgames.com/showt...hlight=witcher
Inspired by the game The Witcher and the Witcher Novels.
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  #26  
Old October 26th, 2007, 11:33 PM

Professor_Dyar Professor_Dyar is offline
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Default Re: Age of Wonders Mod

Yeah, well, I'm going to a conference tomorrow, I had to make sure I was ready for it this past week, so...
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  #27  
Old November 3rd, 2007, 01:38 AM

Professor_Dyar Professor_Dyar is offline
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Default Re: Age of Wonders Mod

Okay, I can't do what I was originally planning because, indeed, there is a limit of 171 units with descriptions, and even existing units that have been rewritten count against that limit. As a result, the mod will consist of existing nations with a handful of units added instead of an overhaul of the game.

Meanwhile, I will ask Illwinter to increase this limit in the next mod.
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  #28  
Old November 3rd, 2007, 11:30 AM

Tyrian Tyrian is offline
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Default Re: Age of Wonders Mod

You can make one Nation by mod no? This limit is a for one mod only, not for an addition of mod?
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  #29  
Old November 3rd, 2007, 11:47 AM
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Default Re: Age of Wonders Mod

A lot of mod issues are coming home to roost with the addition of so many new nations to the vanilla game via patch (so far Lanka, Eriu, Tir na n'Og, Fomoria, Serpent Cult), while the modding limits seem not to have been changed since Dominions 2, which only had 17 nations instead of 70.

Consequently, a lot of the mod issues are going to be presented to Illwinter as a package as soon as I can write that report up.
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  #30  
Old December 14th, 2007, 04:40 PM

Professor_Dyar Professor_Dyar is offline
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Default Re: Age of Wonders Mod

Okay, so it looks like the bug is going to be fixed at some point, although it might not be soon. I'm going to go ahead with this simple version of the mod.

Now, I will lay out what sort of thing I intend to do with the following example of the first race:


The Humans

The Humans will use late era Man as a template, although a few units will be added. These will include the following:

New units (units I will be making stats and descriptions from scratch):
-A Musketeer
-An Air Galley (maybe)

Added units (units that I will be adding from other nations or independents):
-A Sailing commander, probably the Captain of late Marignon (pretty well everyone is going to have someone with Sailing in this mod)
-A medium-weight cavalry (of which there are many options)
-A higher-powered independent priest (e.g. the High Priest)
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