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March 25th, 2006, 01:29 AM
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Major
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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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March 25th, 2006, 05:31 AM
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Lieutenant General
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Join Date: Sep 2003
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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.
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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March 25th, 2006, 05:48 AM
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National Security Advisor
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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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March 25th, 2006, 06:03 AM
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Major
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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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March 25th, 2006, 06:09 AM
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Lieutenant General
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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.
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Well, there is (proof here) but I don't mind.
__________________
"Boobs are OK. Just not for Nerfix [img]/threads/images/Graemlins/Smile.gif[/img] ."
- Kristoffer O.
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March 25th, 2006, 10:30 AM
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Colonel
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Re: New Mod: Archmages
my puppet master has an obsesion with running away after one round of firing
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March 25th, 2006, 01:34 PM
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Major
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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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March 25th, 2006, 05:38 PM
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Major
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Re: New Mod: Archmages
How about "Battlemages" for a name? Very cool, Wish, keep it up
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March 25th, 2006, 08:17 PM
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Major
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Re: New Mod: Battlemages
good call, I'll rework it.
look at the ember mage, isn't that just the best adaptation of a belly dancer into a sorceress?
changed name of mod.
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March 26th, 2006, 09:02 AM
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Colonel
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Re: New Mod: Archmages
Quote:
Wish_For_Blood_Slaves said:
it is because you are sending him alone, and the one thing he enslaves gets killed almost immediately
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but he enslaves loads of stuff, although that probably is it (i had him scripted to quickness, body ethereal, luck and then fire archers. he got buffed while enemy infantry advanced then he got a load of archers who shot the other guys in the back )
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