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  #51  
Old November 13th, 2009, 12:31 PM
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Thilock_Dominus Thilock_Dominus is offline
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Default Re: Nosophoros - The Vampire Lords

Also added so people can download the trailer (mp4).
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Nosophoros: The Vampire Lords - v1.02
Conquest of Elysium 3 GUI mods
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  #52  
Old November 13th, 2009, 04:14 PM
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Default Re: Nosophoros - The Vampire Lords

This mod seems quite intresting, don't know how it managed to get under my radar. Haven't had the chance to play yet, just skimmed over the manual (which is quite nice, btw). I'll give this mod a whirl sunday and tell how I felt.

Big bonus points for the extraordinally pretty first post.
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  #53  
Old November 16th, 2009, 06:01 AM
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Default Re: Nosophoros - The Vampire Lords

Added for download (seperatly) 1 Pre-made Pretender;


Vampire King
-------------------------------------------------
Ivan, Warrior Against the Sun, the Watcher of the Gallows, Lord of Terror is a Pretender God trying to banish all other Pretenders and become a true God.

The Vampire King is one of the most powerful Pureblood vampires yet to live. The search for godhood has been an obsession for the Vampire King since his audience with The Oracle.
With his recent success in gathering all The Vampire Lords as his vassals, he has cleared the first obstacle to achieving godhood.

Name: Ivan
Magic: 6 Blood Magic, 4 Death Magic, 4 Astral Magic
Dominions: 6
Order: 0
Productivity: 1
Cold: 1
Growth: 1
Drain: 2
Awakening: None

Point left: 5

Bless Bonus: 100% Afflication chance, +3 strength, +1 Magic Resistance
Death Magic Bonus: Expanded Maxage for Pretender
Productivity: income +4%, resources +15%, supplies +20%, growth +0.2%
Drain: units etc. +1 magic resistance, -2 research

An undead immortal regenerating Pretender which each turn Newblooded Vampires will be created.
3 Different Magic paths, Blood, Death and Astral which makes the Pretender a good spellcasters and researcher (16-2(drain)=14)
Also with his immortal and regeration abilities he will do good on the battle fields within your own dominions.
The Sacred units of his army may not recieve the biggest bless bonus, but should be seen as a little buff.

Early game, it will be a good idea to conquer surrounding lands and build temples ASAP. The extra army The Vampire King produces should make it an easy task against independent lands.
When that is done, get priests to blood hunt and sacrifices, while your necromancers do most of the research.
The main focus of the research should be Blood Magic (horrors) and access to more powerful vampire summoning.
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Nosophoros: The Vampire Lords - v1.02
Conquest of Elysium 3 GUI mods
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  #54  
Old November 16th, 2009, 06:05 AM
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Default Re: Nosophoros - The Vampire Lords

Added:
A new updated Nosophoros Unit Chart
New Shadow Dragon Banner


I have begun on the new Mod: Nosophoros: Pavor Nocturnus. It will be compatible with this one and will be Nosophoros Early Age.
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Nosophoros: The Vampire Lords - v1.02
Conquest of Elysium 3 GUI mods

Last edited by Thilock_Dominus; November 16th, 2009 at 06:29 AM..
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  #55  
Old November 23rd, 2009, 01:07 PM

mehrunes_dagon mehrunes_dagon is offline
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Shock Re: Nosophoros - The Vampire Lords

I'm tryin to put this mod into warhammer universe, by combining it with "WarhammerSix" combination. I tried to manually change nation number of Nosophorus, then tried automagic combination via "combinemods" perl script.

The game either does not start, or crashes when my prophet tries to use the nosophorus divine magic

Has anyone successfully merged the mod with some great mod such as Warhammer nations, magic site mod, conceptual balance?
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  #56  
Old November 23rd, 2009, 01:20 PM
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Default Re: Nosophoros - The Vampire Lords

I haven't. There's some huge modifications in Nosophoros regarding the special Vampire Divination Magic. It had to be done that way to make it work (workaround the limitation of mod commands). This could make troubles and may only be solved by changing the mod(s) manually.

Nosophoros does work if you run it alone?
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  #57  
Old November 23rd, 2009, 03:11 PM
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Default Re: Nosophoros - The Vampire Lords

If you are talking about rituals that have holy as mainpath, those have not beenworking since version 3.21. Casting one will always crash the game.
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  #58  
Old November 24th, 2009, 01:12 PM

mehrunes_dagon mehrunes_dagon is offline
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Cool Re: Nosophoros - The Vampire Lords

To Thilock_Dominus: yes, the mod is working alone. And also working with conceptual balance mod:

./combineMods 2 CBcomplete_1.6.dm Nosophoros.dm result

I played 30 turns with no visible problem, except for the following:

Some undeads automagically created on the battlefield by black rose guards killing opponenets disappear. Latest battle report says undead beings 81, killed -33 but i only got extra 15, and total 110 (instead of 81+33=114). And sometimes the mismatch is more. Is this a bug or feature?
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  #59  
Old November 24th, 2009, 04:14 PM
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Default Re: Nosophoros - The Vampire Lords

The undead (souless) that is made by Black Rose kills should disappear (most of them) after the battle. But they count as killed when the battle is over. It's feature (or rather a game mechanism)

Note that Dark Summoner's Demonic Blood Spear and Vampire Beast bite (not its claw) do the same. As well if the soulless makes a kill will raise another soulless.

But the soulless are pretty weak to say at least.


You can check the nosophoros wiki (far from finished yet) for more unit features: http://dom3.servegame.com/wiki/Nosophoros
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  #60  
Old November 25th, 2009, 08:05 AM
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Default Re: Nosophoros - The Vampire Lords

Quote:
Originally Posted by Thilock_Dominus View Post
A

Name: Ivan
Magic: 6 Blood Magic, 4 Death Magic, 4 Astral Magic
Dominions: 6
Order: 0
Productivity: 1
Cold: 1
Growth: 1
Drain: 2
Awakening: None

Point left: 5

Bless Bonus: 100% Afflication chance, +3 strength, +1 Magic Resistance
Death Magic Bonus: Expanded Maxage for Pretender
Productivity: income +4%, resources +15%, supplies +20%, growth +0.2%
Drain: units etc. +1 magic resistance, -2 research
Isn't drain 2 equal to -1 research? or this is a change included in your mod?
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