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Author Topic: Dragon Age mod  (Read 15377 times)

Ironhand

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Re: Dragon Age mod
« Reply #15 on: March 20, 2011, 10:14:47 am »

I'm not sure demons really work together, though...
It might make more sense for them to just be wild creatures that can sometimes appear in groups.

Because I also think it would be weird for civilizations to get into wars with demons. I don't think demons do wars.
I think abominations are the same way. They shouldn't get along with normal people. I think they should try to kill them.

Take all this with a grain of salt, by the way. Just my impression of them. There's probably more legit info on the wiki.


Feel free to use my graphics set if you'd like. I might even be able to make some special sprites for you! We'll see...
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Daywalkah

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Re: Dragon Age mod
« Reply #16 on: March 20, 2011, 10:21:19 am »

That would be great! The spirits I could really see as a civ but I agree, the demons not so much. At this point they will be a wild creature with the abominations. Your point would stand with the spirits as well, I will think about what to do with the spirits. They will be a wild creature for now.
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ArKFallen

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Re: Dragon Age mod
« Reply #17 on: March 20, 2011, 11:28:37 am »

If you're still sketchy on mages, spells, and the like I suggest you look at SethCreiyd's Wizard Tower RAWs for possibilities. He managed it quite well.
At http://www.bay12forums.com/smf/index.php?topic=59311.0
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Daywalkah

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Re: Dragon Age mod
« Reply #18 on: March 20, 2011, 11:42:37 am »

Ah yes, I almost forgot about that mod. I am almost done with the Wardens and will be moving on to the mages soon. I will probably make the dwarves the main playing race as other races lack required positions to play the game (many nobles).
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Daywalkah

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Re: Dragon Age mod
« Reply #19 on: March 20, 2011, 07:17:34 pm »

Grey Wardens and the Darkspawn are now done. The Darkspawn have broodmothers that have a very low pop ratio but have a very high litter size. There is also an archdemon that is included with a pop ratio of 1. Entity positions will probably be added soon and the first release should be out soon.
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Aramco

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Re: Dragon Age mod
« Reply #20 on: March 20, 2011, 09:42:36 pm »

Quote
-Antiva (not enough info)

No, no. I don't care how little information you have. If you don't add Antiva, I am against this mod entirely. That was the best part of the entire game. I DEMAND you add it. Make stuff up if you have to. Just include it.
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Hammerstar

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Re: Dragon Age mod
« Reply #21 on: March 20, 2011, 09:57:03 pm »

Antiva's basically just Thay from the Forgotten Realms setting with a different name, except mages aren't the ruling class like in Thay, so that might be a good reference to start with.
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Daywalkah

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Re: Dragon Age mod
« Reply #22 on: March 21, 2011, 03:29:25 pm »

I base everything off of this http://dragonage.wikia.com/wiki/Dragon_Age_Wiki. Unfortunately there is little info on Antiva. If you guys can give me what you think should be in it, such as elves, dwarves, and humans living together like Ferelden or something else, I will include them. That and I also need entity positions. I will work on the mages and include Antiva later, it should be relatively easy once I get ideas. Antiva is really this loved? Lol.
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JediaKyrol

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Re: Dragon Age mod
« Reply #23 on: March 21, 2011, 04:39:56 pm »

you kind-of have abominations in the vanilla DF night creatures (they capture people and turn them into night creatures too)...Apostates should have their own civ (with a chance for blood mages, as that is acceptable to their morals...Grey Wardens would accept them too), while circle mages should be a group of castes within the other civs (no blood mages allowed).  Make a bandit-type roaming non-civ for Maleficarum, and just put in the description that they are outcasts from the circle mages for practicing forbidden magic...then you can have the Templars ignore the regular mages, be constantly at war with the Apostates, and everyone would fight the Maleficarum and Abominations on sight. (except in those weird DF instances when a night creature or demon becomes mayor of a town)

Also, If you would like to give the Dwarves golems but not make them a caste...could do something like the robot pets I made for Deon's Wasteland mod...a slow-moving incredibly rare factory creature that births golems...(if you would really like, I could modify it for you...once I get around to building the new version for wasteland...)
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Ironhand

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Re: Dragon Age mod
« Reply #24 on: March 21, 2011, 05:29:42 pm »

You should add new dialog for everybody.
Like making Chanters blather on about Andraste,
and making dwarves greet each other with "Atrast Vala!"
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Daywalkah

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Re: Dragon Age mod
« Reply #25 on: March 21, 2011, 07:26:06 pm »

I was thinking about that and thought it would be a really cool feature. Sorry the release is taking so long, I messaged SethCreiyd about the mages. If he doesn't respond by tomorrow I'll start on the mages myself.

I should get a release tomorrow with just the civs. I've been busy today but tomorrow will be much lighter. The mages won't take too long.
« Last Edit: March 21, 2011, 07:32:46 pm by Daywalkah »
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Scaraban

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Re: Dragon Age mod
« Reply #26 on: March 21, 2011, 08:40:22 pm »

<.<
>.>
Watching...
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TOMzors

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Re: Dragon Age mod
« Reply #27 on: March 21, 2011, 08:53:44 pm »

Watching!

All i can say is good luck! i wish you the best :P
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Jeoshua

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Re: Dragon Age mod
« Reply #28 on: March 21, 2011, 09:07:44 pm »

Just be cautious using the Wizard entity as any kind of inspiration.  I put them into a game and they took over the world even with only 13 wizards alive at any one time.  The entity file gives everyone that "becomes" a wizard through conquest the powers of reactions... meaning they got wands and uranium and alchemy and all that lovely stuff...  They couldn't do magic but they still took over the world through commerce
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Daywalkah

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Re: Dragon Age mod
« Reply #29 on: March 22, 2011, 01:52:04 pm »

I've had that happen with a sorcerer civ from 40d I had. The Darkspawn and Fereldans are the most likely to take over in this mod as they are very numerous. This mod has certainly received more attention that my older one. Seth hasn't replied so I will work on mages today. If I can't complete them today I will release everything else with the mages being added later. How many abilities should they have? So far I have mind blast and fireball. I will try to get at least 2 abilities from every skill tree in Dragon Age 2 for now. Abominations and blood mages will probably have to wait but I will try to get the apostates in. If I have time I will include more, depending on how long the mages take. I assume they will be relatively easy, it just might take a while to implement the number of spells I have planned.

I am going to include a creature from my previous mod and another creature I have. The first is a deadly semi megabeast and the second resides in evil biomes. The second is far more dangerous than the first, you will not stand a chance. My challenge to anyone who plays this mod, destroy the second creature and post screenshots.
« Last Edit: March 22, 2011, 02:13:32 pm by Daywalkah »
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