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March 14th, 2007, 03:22 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Tarentmod
Hey guys! I've got a mod for you, I had some help from Edi so you owe him some credit for getting it working! anyway this mod is based pretty strongly on the game Arcanum of Steamworks and Magick Obscura by Troika games, this is just one part of many mods I hope to make as tribute to troikas awesome work on their game! so enjoy the mod and please make any comments you like about it!
(PS any arcanum fans I'm aware Tarent is spelt like this Tarant not this Tarent)
(Updated to version 1.02 which adds two new heros and some other fixes.)
Last edited by Edi; August 27th, 2008 at 01:52 PM..
Reason: Prefix
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March 14th, 2007, 06:39 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
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Re: Tarentmod
So,.. this is a new nation? Which era?
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March 14th, 2007, 07:52 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
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Re: Tarentmod
Yes a new nation in the middle era, should say so when you view the description of the mod ingame
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March 14th, 2007, 08:11 AM
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BANNED USER
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Join Date: Feb 2007
Posts: 5,463
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Re: Tarentmod
I'm quite the Arcanum fan, so I'll give it a go when I'm back on my own computer (in Beijing right now).
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March 14th, 2007, 08:26 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Tarentmod
Cool that makes two of us here! glad to know I'm not alone, oh and if your quite a fan perhaps you could help me on making other mods, I hope do some cool things with vendigroth once I get the time and I've got a Cumbria nation like half done! custom story and all.
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March 17th, 2007, 05:14 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Tarentmod
So anyone who's downloaded this mod, could you give me any feedback, I wanna be a good modder!
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March 26th, 2007, 07:12 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Tarentmod
Updated to version 1.01 of the tarentmod lots of fixes, tell your friends!
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March 27th, 2007, 03:50 AM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
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Re: Tarentmod
Hi Juzza,
your mod was making my dominions3 game crash because some errors in the filenames (Flint instead flint etc.). I made a fix, tested it with ubuntu edgy, works fine for me. Nice ideas! Does the "liveless" flag of the big mechanic units prevent the player from taking an Nature Bless and giving those units regeneration ?
The wizards seem to be very strong for their price (2F+Random, 2E+random), is it intentional that both share the same name (Renegade Wizard) ? I suggest giving different names.
About the old age hight priest with the sword:
Make it "sense" to give an old man an big sword ? I imagine old men would prefer long weapons (staff, long spear) or shields, but i'm sure you have your thematic reasons.
I like the idea of the younger battle-priest. Maybe giving him 10% or 20% chance of getting a magic skill (Astral for Dominion Slave) would make this my favorite unit :-)
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March 27th, 2007, 04:23 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Tarentmod
Lifeless flag (mod command #inanimate) prevents unit from getting regen from bless or spell. They can get regen from Ring of Regeneration, though, but I'm not quite sure.
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March 27th, 2007, 06:41 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: Tarentmod
Thanks for the fixes Horst, and I actually did want to give random chance for magic I just haven't figured out how to right now, eh heh, silly me!
And I had no idea that the lifeless flag did that, but never the less it makes sense that a machine doesn't gain regeneration.
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