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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Scenarios, Maps & Mods

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  #1  
Old March 25th, 2006, 01:29 AM
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Default New Mod: Battlemages

The purpose of this mod was to add a handfull of interesting and usefull, primarily artillery, human pretenders to the game.

Originally I had a different selection, but some of them did not make the cut and others did.

added are:

the puppetmaster
the bloodhound
the wind dancer
the ember mage
the reaper
the geomancer

save for the bloodhound, each has a unique ranged ability, most with limited ammo, that can be used twice per battle round.

You will notice differences between the first 3 and last 3, in the art, the first 3 where drawn by hand, the last three where adapted from photographs (hence the difference in quality) also the first 3 have familiars, the last three do not because their powers are "slaying" effects, and I thought giving them added functionality in melee wasn't necessary (and adapting photographs for familiars was kind of hard.)

take a look at it, tell me what you think
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File Type: zip 413813-battlemages.zip (43.7 KB, 444 views)
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  #2  
Old March 25th, 2006, 05:31 AM
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Default Re: New Mod: Archmages

You know, I once a made a mod with the exactly same name, and you can even find it somewhere here.

But ah, I don't mind.
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Old March 25th, 2006, 05:48 AM
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Default Re: New Mod: Archmages

The archive has two files. They share the name, so only one can exist at the \mods directory. It should probably be the newer one.

EDIT:
I looked through the .dm file. I'd tone down some of the abilities, like Wind Dancers defence. 19 is awesome base stat; 15 should do. Remember how the Vampire Queen was supposed to be just another chassis for cheap magic paths?

Not a bad mod. I didn't like the Bloodhound's description, though; a rapid dog is not that good a gift. The rapid beast should be what has become of his familiar after he received his infernal powers.
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Old March 25th, 2006, 06:03 AM
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Default Re: New Mod: Archmages

naw, the VQ thing was before my time.

I can change the name pretty easily, I had no idea there was already an arhmages mod.
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Old March 25th, 2006, 06:09 AM
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Default Re: New Mod: Archmages

Quote:
Wish_For_Blood_Slaves said:I can change the name pretty easily, I had no idea there was already an arhmages mod.
Well, there is (proof here) but I don't mind.
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Old March 25th, 2006, 10:30 AM

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Default Re: New Mod: Archmages

my puppet master has an obsesion with running away after one round of firing
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Old March 25th, 2006, 01:34 PM
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Default Re: New Mod: Archmages

it is because you are sending him alone, and the one thing he enslaves gets killed almost immediately
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