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  #1  
Old October 8th, 2008, 01:22 AM
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Default New Nation: Dreamers

Version 0.03

Theran Empire: Time of Dreamers

"Theran nations expansion brought it into contact with various people and civilizations. Bantu tribes wandering the wasteland, Budaya forgers of enchanted jade armor and Tetsu steel makers and Dreamers all became a part of the new Theran Empire. Before encountering Tetsu people the Theran nation had limited knowledge of magic. Now Tetsu Dreamers are the primary providers of magic for the fledgling empire. Dreamers gained their knowledge and power by breaking through the barrier that separates Dreams and reality. Through this barrier they summon nightmares and give form to dreams. Lord of Dreams, the guardian of the barrier and the guide to the world of dreams, has become the main God in the imperial pantheon."

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File Type: zip Dream.zip (277.7 KB, 819 views)

Last edited by Amos; October 14th, 2008 at 01:40 AM..
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  #2  
Old October 8th, 2008, 05:51 AM
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Default Re: New Nation: Dreamers

I've had a bit of a play around with the nation now. They have a butt-load of Astral power, don't they?

The sprites are great, and the race is very atmospheric.

Prot values on their troops are definitely on the high end for EA - barring the sacred, it's all 11s and 15s. And of course the Iron Guard with their 17 prot, which would be pretty heavy even in MA. I guess the high Enc makes up for this . Having to choose whether to take Sloth for the research bonus at the cost of being able to buy almost no troops might be tougher if the Dreamers weren't good researchers anyway.

I'm not sure I understand why most of the troops have Animal Awe though.

Last edited by Gregstrom; October 8th, 2008 at 05:59 AM..
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Old October 8th, 2008, 08:54 AM
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Default Re: New Nation: Dreamers

This mod completes my "Theran Empire" trilogy. It explains how the "Horror Scourge" happened. I'll need to add some more units and summons before its complete. Although it is playable as is.

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I'm not sure I understand why most of the troops have Animal Awe though.
Animal Awe represents the Sarissa. All of my mods use AA to represent pikes.
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  #4  
Old October 8th, 2008, 02:07 PM
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Default Re: New Nation: Dreamers

Sounds interesting, would you add a preview image to top post?
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  #5  
Old October 9th, 2008, 04:49 AM
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Default Re: New Nation: Dreamers

Version 0.02

Added "Summon Karakura" and "Create Giant Rift" spells.
Added sprite preview to the main post.
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  #6  
Old October 9th, 2008, 05:55 AM

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Default Re: New Nation: Dreamers

Thanks for adding a preview Amos - along with descriptive text this is something that really helps people get a feel for which mods they'd like to try.
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Old October 9th, 2008, 06:23 AM
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Default Re: New Nation: Dreamers

Fixed "Dreamer", "Dark Dreamer", "Acolyte" and "Bishop" attack sprite. The shadow had a wrong color.

Last edited by Amos; October 9th, 2008 at 06:27 AM..
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  #8  
Old October 9th, 2008, 09:32 AM
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Default Re: New Nation: Dreamers

BTW, the AI is very effective with the "Travelers" nation. I'm testing this mod against it, and the AI is kicking my butt.
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Old October 9th, 2008, 05:53 PM
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Default Re: New Nation: Dreamers

Breath-taking sprites, Amos! Very reminiscent of Gerald Brom and H.R. Geiger. How you manage to do that in a bitmap, I'll never figure out...You really ought to post some of your sprites on DeviantArt.

Would you *please* add a preview to all of your Mod Nations?

Pretty please?
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Old October 10th, 2008, 12:53 AM
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Default Re: New Nation: Dreamers

I really cant take the credit for some of the sprites. Some of them are borrowed from concept art of other people. The sprites posted in this preview are purely mine.
As for adding preview images to my other mods, I'll see if I have the time.
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