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  #41  
Old September 9th, 2010, 03:39 PM

Doomsday347 Doomsday347 is offline
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Default Re: New Nation - The Shogun of the Dark

Cool, good to hear there's at least a chance for this awesome mod to keep growing.
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  #42  
Old October 5th, 2010, 08:42 PM

Maraxus Maraxus is offline
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Default Re: New Nation - The Shogun of the Dark

I just played though the early game with it (until first AI killed, 3 more asking for it).

I like the flair and also the style how they are working (Close range - Hail of ninja-stars, kill off in melee).

It still seams to need some commander sprites
The only two major problem, I've found are: 1. The second shape of the Ninja shapechanger does not work yet.
2. Only a single research point on the only non-capitol caster is to much of magiclessness. Plus it's not really balancing necessary to keep the Bloodwalker, the Mystic and the Poison Maker un-capitol-only
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  #43  
Old October 6th, 2010, 04:22 AM

spirokeat spirokeat is offline
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Default Re: New Nation - The Shogun of the Dark

Oh it's definately not complete. I just haven't had a session on Dom3 for a while to work on it further. I mentioned to a previous poster that I was going to reinstall, which I have. So next bit of free time I have (in about 2 weeks) I'll put some more work into it.

I'm glad you like the feel of it. I'll look into your comments when I get it back on. I've kinda forgotten where I was up to with it. I'll have to read back through my little dev notes.

Cheers all, Spirokeat
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  #44  
Old December 8th, 2010, 10:56 PM

Zargen Zargen is offline
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Default Re: New Nation - The Shogun of the Dark

I want to say first that I love the concept for this mod. Though a couple things striked me a little off.

First, the national troops only have one viable commander. The bandit and he only has a max of 40 troops. Yikes. And the lack of any shield units makes taking even indie provinces with masses of archers a bit of a struggle. I also liked the idea of having all the ninja units coming equipped with dark power. Which really is the only thing going for them once you research darkness.

Haven't yet tried seeing how ridiculous it would be to cast utterdark. Figure the drain to resources and gold wouldn't be worth it.
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  #45  
Old December 9th, 2010, 05:38 AM

spirokeat spirokeat is offline
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Default Re: New Nation - The Shogun of the Dark

First let me say it's been quite a while since I worked on or played my mod but I can obviously talk about the general direction of where I want to go with it.

The whole idea was that the ninja lead small bands of other ninja or stealthy troops and in conjunction with seduction and assassination you cherry pick indie provinces to get going.

In combat the ninja would weaken targets with hails of shuriken and then finish with skilfull melee. Archer based provinces thus were always going to be challenging and shields are not really in my concept although the idea of arrow cutting ninja or samurai using the spinning leather arrow umbrellas might work (hmmmm)

The mod has or should have lots of throw away troops available to act as fodder, ninja spirits etc as well as specialist summons such as the Kumo, Shuten Doji. There are a few things I have planned on but not yet implemented.

I really want to polish this mod more and I said to another poster a few weeks back I may have time soon. In actually dug out all the sprite stuff and dom disks etc which are sa above my desk, I just need the iniative to install and get back up to speed.

I appreciate your input very greatly though, I'm glad people have gotten some pleasure out of this.
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  #46  
Old December 9th, 2010, 06:12 PM

rdonj rdonj is offline
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Default Re: New Nation - The Shogun of the Dark

instead of arrow cutting ninja, the ninja with umbrellas idea or just exceptional arrow dodging skills sounds much better. Anyway your bandits at present are the best choice for arrow catchers, and do okay against indies for that. Blessing air could also do the trick. Or not going sloth 3, lol. By the way is there any particular reason that you gave the commanders such relatively high resource costs? Especially the geisha. It also makes little sense to me that ninja gis and headbands give encumbrance.
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Last edited by rdonj; December 9th, 2010 at 06:37 PM..
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  #47  
Old March 21st, 2011, 08:26 AM

That Guy That Guy is offline
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Default Re: New Nation - The Shogun of the Dark

Gotta say I like the mod, although I am a bit baffled by the lack of Kunoichi in what is a Ninja themed mod. Maybe replace the Geisha with a (slightly physically weaker?) Ninja Assassin who also has seduction?

Anyway, OP, you still around? Any plans for future updates in the near-future?
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  #48  
Old March 22nd, 2011, 02:55 AM

spirokeat spirokeat is offline
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Default Re: New Nation - The Shogun of the Dark

Hola,

Yeah still around although I didn't get emailed when Rdonj replied last so didn't respond.

@Thatguy,

I didn't make a distinction between male and female ninja in terms of the actual genin and ninja commanders. A ninja who is gi clad is there for one purpose to kill whereas one who is engaging in one of the five ways such as a Geisha, different story.

So not sure where I could place Kunoichi as individual troops or commanders other than being more specific in my descriptions that female ninja are included amongst them.

As I've said before I want to do some updates and I have some stuff already in my latest version which I have not uploaded yet. I just need some clear time to sit and get my head back round modding, been a long while and I always did this entirely for my own benefit as I don't play multiplayer.

Spirokeat.
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  #49  
Old April 12th, 2011, 09:24 AM

spirokeat spirokeat is offline
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Default Re: New Nation - The Shogun of the Dark - Rise of the Ninja

New update to mod which adds a new hero - Sho Kusogi, Scorpion Clan Ancient and his trainable Scorpion Clan Ninja who specialise in using KusariGama.

I've done some general tweaking to stats although I've to play through some full games with it so balance feedback is MOST welcome. With that in mind I also removed the poison effect on the Kurumaken Shuriken to really only the Ninja Blowpipes offer a mass poison option.

I've added a new battle spell called Endless Genin which smokebombs a ninja ambush and adds 5 weaker Genin to your battle. Same level as the various undead versions of the spell.

Few new graphics for the new units.

There may be a naming issue on the heroes so if anyone knows how to prevent dominions from adding a random name to the front of your unit name for the purpose of heroes etc can you let me know.

Plans for next update so far are some nation restricted forgable items.

Any general errors or ideas feel free to msg me.

Spirokeat.
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