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  #1  
Old September 21st, 2008, 04:38 AM

Sombre Sombre is offline
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Default Re: Avernum, Crystal Souls v1.5 UPDATE

Quote:
Originally Posted by Aezeal View Post
it was already outdated then and this was like 8 years ago
Also that's no way to talk about your ex girlfriend.
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  #2  
Old September 21st, 2008, 02:26 AM
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Kristoffer O Kristoffer O is offline
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Default Re: Avernum, Crystal Souls v1.5 UPDATE

I imagine you would like it. It was a while since I tried it, but I liked it. Graphics are no more outdated then dom3
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Old September 21st, 2008, 04:36 AM

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Default Re: Avernum, Crystal Souls v1.5 UPDATE

I can't speak for the 'avernum' update but Exile III is one of the best rpgs of all time imo.
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Old September 21st, 2008, 06:41 AM

Aezeal Aezeal is offline
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Default Re: Avernum, Crystal Souls v1.5 UPDATE

hehe

Well it's just the way it is Sombre.. my feeling clouded my mind then... now I'm seeing it clearly. (And to quote myself "I'm not a nice guy")

Yeah I was looking around for exile and read that avernum 1-3 are remakes of the exile games. I think I'll try those a bit.. unless someone tells me a lot was lost in translation...
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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Old September 21st, 2008, 12:36 PM
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Default Re: Avernum, Crystal Souls v1.5 UPDATE

I've tried avernum 5, it is good but really hard : you have almost no explication about the game in the manual, but you have complete solution and cheat codes ! It is a bit linear, you can't really choose were to go, and if you want to get the plot, you'll have to read tons of text.
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Old December 29th, 2008, 05:08 PM

Zebion Zebion is offline
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Default Re: Avernum, Crystal Souls v1.5 UPDATE

Is this still being worked on? I would love to see a working empire with garzhad as the anti-thesis to erika instead of hawthorne though.

This looks to be incredible though
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Old December 29th, 2008, 07:48 PM

Sombre Sombre is offline
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Default Re: Avernum, Crystal Souls v1.5 UPDATE

I currently have no plans to do an 'empire' nation to oppose this one.

I will still update this and any of my mods when the mood takes me, or if something drastically needs to be done.

Give it a go, Zebion, and let me know what you think. I'm pretty good at fixing problems people bring to me, even adding stuff if they have very good ideas.
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Old December 30th, 2008, 04:01 AM

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Default Re: Avernum, Crystal Souls v1.5 UPDATE

These are some general idea's from the newest update of avernum, to both a bit of balance, and staying a bit thematically true to the games. Pick and choose if you like any of course.

- Unit races need to be seperated a bit more by race, it's rather confusing to check the first captain (avernite captain) to find it has more leadership then the nephil chief,. My idea would be to put the nephils as first, humans second, sliths third, and finally vahnatai last.

- Vahnatai rangers having only 2 movement, but should be theroetically the fastest unit in the forces, (In the games they were running as fast as horses to some of the avernites) Even the sacred warriors are slower then the nephil while they have no armor?

-Warborn, wouldn't it be more appropriate to have halbred instead of a battleaxe?

-Hero idea: The adventurers, the one's who seemed to save avernum time and time again, come to assist in combat. I'm not sure if your able to make a group of heros appear. If so, you could create a human mage/priest commander, with melee human warrior (sword shield combination) Slith polearm user, and finally nephil archer. If not able to. Make the adventurers like the knights of Man, random heros that come once in a while, and you can always get another. maybe have some as mages, priests, and all that, have them start with maybe 1 or two experience.

Last edited by Zebion; December 30th, 2008 at 04:04 AM..
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Old December 30th, 2008, 08:18 AM

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Default Re: Avernum, Crystal Souls v1.5 UPDATE

- I can certainly reorder the units on the build screen. However they are laid out it will be confusing to someone though. It's just a matter of sticking with something and people getting used to it.

- Vahnatai Rangers, as assassins, wouldn't really benefit much from strat move 3. They spend their time moving in enemy territory after all. Also I'm not sure that being able to run as fast as a horse necessarily means you can cover the distance cavalry can. The Soul Guard's strategic move is explained in their description iirc.

- Halberd for Warborn. I guess? Why is it more appropriate? Because slith like polearms? I wasn't really trying to translate that from the game. It can be changed though.

- As for heroes, the nation already has 7 different types of hero who can turn up. They are a varied bunch, but they aren't based on the games.
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Old December 30th, 2008, 08:57 AM

Zebion Zebion is offline
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Default Re: Avernum, Crystal Souls v1.5 UPDATE

- True, sorry.

- I was meaning the other sacred, The vahnatai warrior. The soul guard I very much understand, but yes I get it. The movement three for ranger would seem to be more of them covering distance within the territory to get to those pivotal points in order to be in a territory before/after an enemy conquers it, being in perfect position to assassinate, but yes I understand.

The warriors however, as avernum has no calvary to speak of, it may be interesting to have them able to flank lightly as fast attacking units able to reach the back row,while slower then calvary, but pretty fast.

- It just seemed the extra reach and overall repel damage of the halberd would be more suited to what they want to do, generally I kinda forgot about the slith pole arm bonus at the moment though. Understandable.

- There are? I haven't received one yet, nor know how to see them.. Although if their in your pics you posted up, I cannot see them. For some odd reason I can't see any pics on the dom forums oddly.

Thanks for the suited response, I will be using them more today, to check for any glitched issues, bugs, or just overall problems. I can't really think of any meaningful contributing idea's generally for now, so I'll stick with looking for bugworks. Glad you made this awesome mod though. So thanks overall.

Last edited by Zebion; December 30th, 2008 at 09:06 AM..
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