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  #11  
Old April 12th, 2004, 07:19 PM
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Default Re: Kolum Mod Project

I've designed much of the barebones of the first army which belongs to Jareleth Razael, the Matriarch of Kolum who comes out of hiding to reclaim her throne from her squabbling generals. The army is a replacement for C'tis, with the design of the army dependent on Users choosing the Desert Tombs theme (as there are three nation-specific summons which involve calling forth Razael's undead secret police.) I'm keeping the basic units with a few modifications (they'll likely get a slightly stronger cavalry unit to replace the runner, but that's offset somewhat by the drop in power of their priests from a 4 to a 3) and substantially reworking the command units, although they'll still get unholy priests as that's a key element of the army's concept. Magic will likely shift to Death 3, Earth 1, Astral 1, Random (non-sorcery) 2. Units theme are conscripted elves and hoburgs as slave races, humans serving a consortium of houses much like the Landsraat in Dune, a strong Thieves Guild, and corrupted dragon hatchlings (in place of the Serpents and Tomb Wyrms).

I'm working on a Pretender for Razael which will be close to the Saurolich in build (given that, in my campaign, she's a half-dragon lich coincidentally). The national heroes I think will be very much appreciated by players including a Master Assassin (Dom Vithral, the Matriarch's Hand) hero that should prove pretty tasty.

I'll try and get stats out here later this week, but I'm curious about opinions on balance -- does the magic combination seem to weaken C'tis -Desert Tombs overmuch? Does lowering Priests from 4 to 3 make up for a slightly better cavalry and PD? (I'm moving it from the largely useless militia to light infantry)

Thoughts?
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  #12  
Old April 14th, 2004, 05:04 PM

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Default Re: Kolum Mod Project

Miguel,
As for your questions :
1/ There's no issue that I know of if you're "just" modifying units, but as theme modding isn't really possible you'll have to test it !
2/ Changing the name (and everything else) of the site-specific unit works (I've done it), what's hardcoded is the link between site and unit #id

Now for balance I'm not at all a C'tis specialist, but I'd be interested in having a look at the mod
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  #13  
Old April 14th, 2004, 07:05 PM
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Default Re: Kolum Mod Project

i could help balancing as well, just give me a shout per mail, icq or PN.
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  #14  
Old April 14th, 2004, 07:45 PM
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Default Re: Kolum Mod Project

Thanks Ragnarok and PDF for the offers. I'm a little swamped with studying for finals right now, but will see if I can't get new material out to you in the next two weeks. It may be as little as a Pretender or perhaps more. Don't expect any graphics yet, however. They're lowest on my priority list.
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  #15  
Old April 19th, 2004, 05:30 PM
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Default Re: Kolum Mod Project

As it turns out, finals are going to be pretty all-consuming this semester and I then have a cross-country move to deal with.

I will likely not have any material to post until late May or early June as a result. However, don't mistake the silence as a sign that the project is discontinued. I plan on fully supporting it once things settle down.
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  #16  
Old April 19th, 2004, 08:26 PM
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Default Re: Kolum Mod Project

If you need help in any area, give me a shout, weither it be per ICQ, PN or Email. I will gladly help you out (whatever) !
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  #17  
Old May 7th, 2004, 05:53 PM

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Default Re: Kolum Mod Project

I too will be willing to help.
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  #18  
Old May 7th, 2004, 11:13 PM
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Default Re: Kolum Mod Project

Hey there! More help is certainly welcome, although I'll be out of touch over the summer. I'll be putting together a full assortment of .dm files over the summer and then asking people to both examine them and consult on balance and also to help me render the sprites (which I want to keep simple, but hopefully aesthetically pleasing.) Playtesting when I get back will also be very welcome.

If you (and anyone else interested) could drop a line with what skills you'd be willing to contribute in August when I get back, I'd appreciate it. My first need is for model creators with an immediate second need for playtesters and balance advisors. But if you've got another skill you'd be willing to contribute, please let me know.

I'll be Online for another week and then quiet unitl @ August 1st or 2nd. Thanks again!

(btw, where in Texas are you? I was born, raised, and schooled there and have much love for my Lone Star home!)
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  #19  
Old May 10th, 2004, 02:31 PM

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Default Re: Kolum Mod Project

Quote:
Originally posted by JaydedOne:
Hey there! More help is certainly welcome, although I'll be out of touch over the summer. I'll be putting together a full assortment of .dm files over the summer and then asking people to both examine them and consult on balance and also to help me render the sprites (which I want to keep simple, but hopefully aesthetically pleasing.) Playtesting when I get back will also be very welcome.

If you (and anyone else interested) could drop a line with what skills you'd be willing to contribute in August when I get back, I'd appreciate it. My first need is for model creators with an immediate second need for playtesters and balance advisors. But if you've got another skill you'd be willing to contribute, please let me know.

I'll be Online for another week and then quiet unitl @ August 1st or 2nd. Thanks again!

(btw, where in Texas are you? I was born, raised, and schooled there and have much love for my Lone Star home!)
Ok, will do.

I live in Dallas.
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  #20  
Old May 10th, 2004, 02:31 PM

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Default Re: Kolum Mod Project

[Double post!]

[ May 10, 2004, 13:32: Message edited by: sachmo ]
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