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March 23rd, 2005, 06:23 PM
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Second Lieutenant
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ArcoBlood Mod Finished
I finished my ArcoBlood mod, complete with banner and descriptions. What do I need to do to get to Illwinter?
[Edit: Attachment added.]
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Scott Hebert
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March 23rd, 2005, 06:36 PM
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National Security Advisor
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Re: ArcoBlood Mod Finished
Send the mod (and few pure-blooded virgins) to [email protected], and post the mod to the forum as an attachment.
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March 23rd, 2005, 06:50 PM
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Second Lieutenant
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Re: ArcoBlood Mod Finished
I have a goat; will that do?
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Scott Hebert
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March 23rd, 2005, 07:14 PM
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Re: ArcoBlood Mod Finished
You modded the Priestess from NHHH to NBHH. Shouldn't she be unholy to fit with a blood theme?
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March 23rd, 2005, 07:27 PM
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Re: ArcoBlood Mod Finished
Name me a single Blood nation that has Unholy, rather than Holy, priests.
I can't think of one.
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Scott Hebert
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March 23rd, 2005, 08:56 PM
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Re: ArcoBlood Mod Finished
Good point. All Blood nations should be Unholy. That they currently aren't seems (to me) more than a bit unthematic.
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March 23rd, 2005, 09:51 PM
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First Lieutenant
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Re: ArcoBlood Mod Finished
I am not offended.
<3
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March 23rd, 2005, 09:54 PM
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Second Lieutenant
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Re: ArcoBlood Mod Finished
BTW, Zen, could you mod some pretenders to have some path combinations that are seen nowhere in the game with any use? Such as, Fire/Water or Air/Earth? Earth/Astral on anything but the Shedu would be nice, too.
Oh, I still find the Humanoid Pretenders to be not so useful.
Finally, is that the 'kami' kanzi?
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Scott Hebert
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March 23rd, 2005, 10:11 PM
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Re: ArcoBlood Mod Finished
I like blood and holy priests. I don't think that blood magic has anything to do with unholy. Quite the opposite, I think that Blood magic is about life, and unholy magic is decidedly about dead things. Blood is life afterall.
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March 23rd, 2005, 10:33 PM
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Re: ArcoBlood Mod Finished
Holy and unholy *should* be about "good" and "evil" (except in Dom 2, where unholy magics mainly boost death-related powers and holy magics mainly counter unholy). Necromancy is about death, which does not inherently have a good/evil inclination, though the practicioners of necromancy tend to be opportunistic and amoral, hence often "evil". *Unwilling* sacrifices, which is what most blood nations perform, is an "evil" behavior. But since Dom 2 doesn't tag behaviors as "good" nor "evil", holy and unholy have been redefined by the game's designers to revolve around death magics. Since this is so, then holy should also enhance nature (life) and unholy should degrade them, which they at present do not.
Personally, I'd like to see holy/unholy decoupled from life/death and be given more of their own unique powers. I'd mod something along these lines (as well as adjust all blood nations to unholy) except that to my understanding, it's not currently possible to do what I envision with the mod system.
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