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  #11  
Old July 28th, 2009, 12:18 PM
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Default Re: Discworld MA mod

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Originally Posted by SlipperyJim View Post
The chief problem here is that Pratchett has written a ton of Discworld books, all of which have something that will beg to be added to the mod. If you're not careful, you could find yourself drowning in content....

Thought for you: Perhaps you could split up the Discworld into several nations? Ankh-Morpork, Lancre, Agatea, Uberwald, and Klatch could all be made into playable Dom3 nations.

I'm a huge Discworld fan, so I'd be happy to help you playtest your mod whenever you have a release to be tested.
The problem with that idea is that with the exception of Lancre there is nowhere else on the disc we have enough information on to do a proper nation of them. The idea is to add a few summons at a time till I am happy with the amount of them. Version 0.1 of the mod will not be released for another week or two and will probably only consist of the basic units and commanders and will likely need play testing and balancing. At the moment I have most of the commanders done (only the assassin and lord I think are left to do) but I still need to decide on a colour scheme for the units. I was thinking on going with red coats and black trousers to continue the psuedo medieval London theme, But if anyone has any better suggestions I would appreciate them.
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  #12  
Old August 4th, 2009, 07:56 AM
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Default Re: Discworld MA mod

Not done much modding lately due to discovering Bioshock but still I have been slowly working on sprite mods and decided on a colour scheme of green and blue. Anyway I have come up with a thematic replacement for the High Priest the missionary armed with the deadly weapons of the leaflet and the the incredibly strong shoe that stops the door closing (or in dominions terms a H1 priest with the inquisitor ability ).
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  #13  
Old August 26th, 2009, 09:38 AM

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Default Re: Discworld MA mod

This sounds like a lot of fun. I will be following this thread hoping that you find the time to work on the mod! I'll chip in with ideas if any come to me.
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  #14  
Old August 26th, 2009, 10:57 PM

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Default Re: Discworld MA mod

Ankh-Morpork priests could have very diverse randoms to reflect the enormous number of gods in the city's temples. Either 100% for +1 in (almost?) any path or, maybe more entertainingly, a small chance at +1 in (almost?) every path. Also, Any Unseen University wizards should have at least 1F, as the ability to chuck a fireball is pretty much standard.
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  #15  
Old September 7th, 2009, 12:05 AM

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Default Re: Discworld MA mod

Um, if you do a Ramtops nation maybe include time monks. Also I think there should be new doom horrors included, also for nerfing Wizards could have horror marks. Also could it be possible to randomly change magic paths and names of the wizards?
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  #16  
Old September 7th, 2009, 12:38 AM

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Default Re: Discworld MA mod

I 99% sure it is basically impossible to mod in new doom horrors that would work the same way as current doom horrors. You could make them and not care that they function differently I suppose, but dominions-wise at least that would be fairly unthematic. I couldn't say as regards discworld though.
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  #17  
Old October 10th, 2009, 03:22 PM
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Default Re: Discworld MA mod Version 0.1 released for play testing

Version 0.1 is available for release and would greatly appreciate it if you can report any problems or suggestions you have and I will attempt to implement them
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  #18  
Old October 10th, 2009, 04:21 PM
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Default Re: Discworld MA mod Version 0.1 released for play testing

- The .zip file is a bit confusing. Usually modders release the files without putting files in a separate folder. I's simpler when you just unzip the contents to the mod file. Now you have to dig the files out from the "Discworld Mod" folder.

- About the graphics. The very light green is a bit of eyesore, any way to make it just a tad darker? Also, many sprites have very dark pixels around them, creating an outline (remember that only exactly black pixels are "backround". To eliminate these, the simplest way is to select the "select by color" tool (remember to set it to 0 so that it only selec pixels that are exactly the same color). After that, click on the blackround and you will see the offending pixels. In general, these sprites are good for an first attempt, but there is some leeway for improvement.

I'll comment units here:

1) Watchman - His lef shoulder look a bit non-existing. Adding some pixels there could help

2) Crossbowman - Where is his crossbow? You could also outline his left arm, since it overlaps wih his body and green is a bit hard to make out from green. Also the purple stockings are a bit rebundant. The boots are enough of an accessory.

3) Longbowman - There's a broken pink pixel in the shadow. I'd also suggest to amking his belt leather brown instead of light blue (i would sand out more then). If you are aiming for a green/blue color combination in general, I'd suggest going more into it. Perhaps make the trousers entirely blue?

4) Swordsman - His shield could use some outlining. It's bit hard to spot neon green objects on a neon green backround. Gold is good for this kind of outlining (see my breton mod for examples).

5) Dwarf - Beard?

6) Troll - Shadow has a lot of broken pink pixels

7) Lord - Whoa, this guy is quite neon. Perhaps darken him up a bit? The horse armor could use some shading.

8) Witch - Shadow has a lot of broken pink pixels


- The infantry seems good. Very good. All of them (even the archers!) have Principe-level stats (which is very good infantry), but are cheaper, have lower encumberance -> all round better. I'd suggest upping their gold cost by 2-3 and reducing att & def to 11. Eleven in att & def is still pretty elite and they'd be on about par with Principes then.

-I lol'd at wizards for their gluttony trait. Well done, sir. But why do they get Death magic?

Some Typoes.
- There's a "/rquote" in the nation description
- "gramted" in Thief description
- Swordsmen have a lot of "/quotes"
- Dwarf and troll descriptions start with "/lang"

Sorry if I sound a bit critical, these things just stood out for me.
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  #19  
Old October 11th, 2009, 03:24 PM
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Default Re: Discworld MA mod Version 0.1 released for play testing

The venom green is indeed making the knights and the other unit way too colorful.

As for Rincewind, I'd suggest that you give him the onebattlespell "cast returning", spell number 54, which is the same effect that the Armor of Virtue is using.
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  #20  
Old October 16th, 2009, 04:15 PM
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Default Re: Discworld MA mod Version 0.1 released for play testing

Quote:
Originally Posted by Burnsaber View Post
- The .zip file is a bit confusing. Usually modders release the files without putting files in a separate folder. I's simpler when you just unzip the contents to the mod file. Now you have to dig the files out from the "Discworld Mod" folder.

- About the graphics. The very light green is a bit of eyesore, any way to make it just a tad darker? Also, many sprites have very dark pixels around them, creating an outline (remember that only exactly black pixels are "backround". To eliminate these, the simplest way is to select the "select by color" tool (remember to set it to 0 so that it only selec pixels that are exactly the same color). After that, click on the blackround and you will see the offending pixels. In general, these sprites are good for an first attempt, but there is some leeway for improvement.

I'll comment units here:

1) Watchman - His lef shoulder look a bit non-existing. Adding some pixels there could help

2) Crossbowman - Where is his crossbow? You could also outline his left arm, since it overlaps wih his body and green is a bit hard to make out from green. Also the purple stockings are a bit rebundant. The boots are enough of an accessory.

3) Longbowman - There's a broken pink pixel in the shadow. I'd also suggest to amking his belt leather brown instead of light blue (i would sand out more then). If you are aiming for a green/blue color combination in general, I'd suggest going more into it. Perhaps make the trousers entirely blue?

4) Swordsman - His shield could use some outlining. It's bit hard to spot neon green objects on a neon green backround. Gold is good for this kind of outlining (see my breton mod for examples).

5) Dwarf - Beard?

6) Troll - Shadow has a lot of broken pink pixels

7) Lord - Whoa, this guy is quite neon. Perhaps darken him up a bit? The horse armor could use some shading.

8) Witch - Shadow has a lot of broken pink pixels


- The infantry seems good. Very good. All of them (even the archers!) have Principe-level stats (which is very good infantry), but are cheaper, have lower encumberance -> all round better. I'd suggest upping their gold cost by 2-3 and reducing att & def to 11. Eleven in att & def is still pretty elite and they'd be on about par with Principes then.

-I lol'd at wizards for their gluttony trait. Well done, sir. But why do they get Death magic?

Some Typoes.
- There's a "/rquote" in the nation description
- "gramted" in Thief description
- Swordsmen have a lot of "/quotes"
- Dwarf and troll descriptions start with "/lang"

Sorry if I sound a bit critical, these things just stood out for me.
Thanks for the criticism this is the sort of feedback I was looking for. I am working on fixing most of the issues you mentioned. As for the death magic on the wizards you forget the department of necro err Post mortem communications that teaches the fine arts to the universities students.Attached is my new and improved colour scheme I would appreciate an opinion on it.


Last edited by Ferrosol; October 16th, 2009 at 04:36 PM..
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