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  #51  
Old April 30th, 2007, 07:42 PM
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Default Re: PERFECT SPRITE EXTRACTION

I originally was going to add Rohan as a rare magic site. But it looks like that function is broke at the moment, your only able to add commanders and units to new magic sites that can be recruited by the original owner of the site.

That being said. LOTR is very low magic. So I am having a hard time coming up with enough units and ideas for mages for a total nation based on Rohan.

So far I have done graphics for:

Captain of Rohan
Rider of Rohan
Rohan Banner Carrier
Shield Maiden
(All these names are subject to change)


I am going to do a few more and maybe start working on a nation, but I am not sure it is going to be something that would please the Dom3 community because it will be such a low magic mod and will probably lack variety in units. But for my massive singleplayer games It should be fun to play as them or encounter them. I can't wait to see Rohan vs Master of Magic Halflings <3.

My overall goal is to add every nation I can possibly dream of in the early era and just play singleplayer dominions like woah
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  #52  
Old April 30th, 2007, 08:06 PM

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Default Re: PERFECT SPRITE EXTRACTION

If you don't make a full Rohan nation they could be an awesome cavalry corps as part of a larger nation (not necessarily LOTR themed). They're lovely graphics, I'm actually quite excited by them!
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  #53  
Old April 30th, 2007, 10:14 PM

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Default Re: PERFECT SPRITE EXTRACTION

Quote:
Foodstamp said:
As gandalf was saying, I plan to slap glamour on the sucker when I implement it in game. I have no mods that need the unit currently, but I had to make it
Just make them a summon spell available to everyone and stick them in one of your mods.
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  #54  
Old May 1st, 2007, 02:44 AM
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Default Re: PERFECT SPRITE EXTRACTION

I've been wanting to see a sort of large spell mod that just adds a bunch of spells to the game, probably mostly summoning ones, perhaps we could band together and make a massive spell mod!
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  #55  
Old May 1st, 2007, 02:47 AM

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Default Re: PERFECT SPRITE EXTRACTION

That's actually a pretty nifty idea.

We could make a community "D&D monster summons mod" containing some of the more interesting and iconic creatures from the monster manual.
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  #56  
Old May 1st, 2007, 02:59 AM
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Default Re: PERFECT SPRITE EXTRACTION

Quote:
Foodstamp said:
I originally was going to add Rohan as a rare magic site. But it looks like that function is broke at the moment, your only able to add commanders and units to new magic sites that can be recruited by the original owner of the site.
Yeah, I also noticed this. I made some Wyvern Knights, and hoped to have them guard a Castle Wyvern, but it didn't work. Still, it'd be nice to have several ideas ready for the day when we CAN mod magic sites. A "50 new magic sites, and defenders!" mod would be nice.
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  #57  
Old May 1st, 2007, 03:10 AM
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Default Re: PERFECT SPRITE EXTRACTION

I am looking forward to the day we can add custom sites like that. I have so many little ideas that do not warrant a nation, and I don't want to squash the existing site units or pop types.
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  #58  
Old May 1st, 2007, 03:57 AM
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Default Re: PERFECT SPRITE EXTRACTION

Quote:
Foodstamp said:
I am looking forward to the day we can add custom sites like that. I have so many little ideas that do not warrant a nation, and I don't want to squash the existing site units or pop types.
Start modding them, then. Or at least write them down and keep the paper somewhere safe! I've forgotten most of my little ideas. Once I even wanted to do a total conversion of DomII: Ice Age, with all kinds of tribals running wild (I made my avatar for that project), Jotunheim restricted to Niefel theme, Man restricted to Tuatha, etc. I abandoned it when I read about plans for Dom3, but I had written all kinds of stuff down on some papers I haven't seen in years.
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  #59  
Old May 1st, 2007, 04:04 AM
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Default Re: PERFECT SPRITE EXTRACTION

When I get an idea for something new, I normally type it up in a text file and put it in a folder called dom3notes. I come back to the ideas eventually and if they still seem interesting to me, I start working on them .

btw, your tutorial has really gotten my graphic modding off the ground. It takes me about 5 minutes to do a simple graphic that was taking me 30 minutes to do before. Before I even start on a graphic now, I butcher the base unit up into reusable parts and save it in a file, makes things a lot faster, easier to color through shading tools etc, and the results look really great.
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  #60  
Old May 1st, 2007, 11:53 AM
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Default Re: PERFECT SPRITE EXTRACTION

Quote:
Juzza said:
I've been wanting to see a sort of large spell mod that just adds a bunch of spells to the game, probably mostly summoning ones, perhaps we could band together and make a massive spell mod!
I like this. But to put my own brand of chaos into it...
how about a program that writes a mod which invents and adds tons of summoning spells?
Random spell name
Random level
Random cost
Random effect

OK maybe thats too crazy. Lets go with Semi-Randoms. Like the Semi-Random map working program that takes collections of premade provinces and builds off of it.

Spell Name: Air Drop
semi-random level: x to x
semi-random cost: xx-xx air gems
semi-random effect: will drop units into a far province you do not own.
units: one of a list of reasonable possibilties
x commander xxxxxx with xx units of xxxxxxxx
x commander xxxxxx with xx units of xxxxxxxx
x commander xxxxxx with xx units of xxxxxxxx
x commander xxxxxx with xx units of xxxxxxxx

Spell Name: ParaRescue
semi-random level: x to x
semi-random cost: xx-xx air gems
semi-random effect: will drop units into a far province you DO own.
units: one of a list of reasonable possibilties
x commander xxxxxx with xx units of xxxxxxxx
x commander xxxxxx with xx units of xxxxxxxx
x commander xxxxxx with xx units of xxxxxxxx
x commander xxxxxx with xx units of xxxxxxxx

The program could take the files and make random, but not insane, choices and write a mod called SURPRISE.dm
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