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 RotM: Expansion Features

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Sheegoth
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PostSubject: RotM: Expansion Features   Mon Apr 06, 2009 9:05 am

Expansion Features
Lizards' Town
Spirit Town
Neutralipolis Town
New Artifacts
New Heroes
Conflux recieves Balance
Necropolis recieves Balance
Fortress change their level 2 unit + Lizard heroes
Boss Upgrades with grail


Anything else who I've forgotten? Very Happy


Last edited by Evasion the Roc on Sat May 09, 2009 7:08 am; edited 2 times in total (Reason for editing : more updates)
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Mitabrin
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PostSubject: Re: RotM: Expansion Features   Mon Apr 06, 2009 9:21 am

and for fortress change lizard's heroes to gnoll ones
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PostSubject: Re: RotM: Expansion Features   Mon Apr 06, 2009 9:25 am

Yeah, good idea.
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MesioII
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PostSubject: Re: RotM: Expansion Features   Mon Apr 06, 2009 11:11 am

We can change fortress 2 lvl into... mhm... Meat-eating plant that shots with seeds(Town needs at least 1 shooter)

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PostSubject: Re: RotM: Expansion Features   Mon Apr 06, 2009 12:31 pm

Gnoll Slinger. Halflings Sling + Gnoll. :drunken:
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PostSubject: Re: RotM: Expansion Features   Mon Apr 06, 2009 1:03 pm

maybe just gnoll bowman? geek
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PostSubject: Re: RotM: Expansion Features   Mon Apr 06, 2009 1:20 pm

Easiest for me will be gnoll thrower(he can throw everything) bounce
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PostSubject: Re: RotM: Expansion Features   Mon Apr 06, 2009 1:21 pm

Gnoll Slinger is easier, due to... Bah, just take whatever you want. geek
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PostSubject: Re: RotM: Expansion Features   Mon Apr 06, 2009 1:29 pm

No, after all i can make that slinger rabbit albino affraid
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PostSubject: Re: RotM: Expansion Features   Mon Apr 06, 2009 1:30 pm

K Smile
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PostSubject: Re: RotM: Expansion Features   Mon Apr 06, 2009 2:39 pm

Get off that ole gnolls you dudes! Every town has its creatures all different, keep fortress be fortress albino

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PostSubject: Re: RotM: Expansion Features   Mon Apr 06, 2009 3:28 pm

yes we know but it would be weird to have 2 towns that have lizardmens
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PostSubject: Re: RotM: Expansion Features   Mon Apr 06, 2009 4:07 pm

We can just put ANOTHER creature instead of lizardman. And it doesn't has to be something that exists in h3

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PostSubject: Re: RotM: Expansion Features   Tue Apr 07, 2009 12:11 am

Yeah, but it is harder to create your own.
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PostSubject: Re: RotM: Expansion Features   Tue Apr 07, 2009 11:15 am

It's as hard as creature contest with animation.

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PostSubject: Re: RotM: Expansion Features   Tue Apr 07, 2009 11:16 am

I dont have parts for the flower. You can tell me what to create and ill do it.
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PostSubject: Re: RotM: Expansion Features   Tue Apr 07, 2009 11:19 am

Mhm... there is flower in h4. Just make it more flat if there is possibility to get sprites of it. Maybe try to get one from King's Bounty, or one from Etherlords II...

Other way is to make your own. Just one shoting with seeds...

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PostSubject: Re: RotM: Expansion Features   Tue Apr 07, 2009 11:29 am

I know there are flowers but h4 is too not-flat, kings bounty is in 3d(i dont know where there are models), etherlords too.
Ill do it myself from anything farao rendeer
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PostSubject: Re: RotM: Expansion Features   Tue Apr 07, 2009 11:30 am

Yeeey cheers

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PostSubject: Re: RotM: Expansion Features   Tue Apr 07, 2009 11:33 am

Im good at drawing pokemons(yes i modded pokemons bounce ):


Ill use that technics.
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PostSubject: Re: RotM: Expansion Features   Tue Apr 07, 2009 1:31 pm

...Pokemon? :o
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PostSubject: Re: RotM: Expansion Features   Tue Apr 07, 2009 1:32 pm

Trashid wrote:
Im good at drawing pokemons(yes i modded pokemons bounce ):


Ill use that technics.
gotta catch them all
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PostSubject: Re: RotM: Expansion Features   Tue Apr 07, 2009 5:38 pm

Match 'em (in) ball!

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PostSubject: Re: RotM: Expansion Features   Wed Apr 08, 2009 12:06 am

make it a bit larger
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PostSubject: Re: RotM: Expansion Features   Wed Apr 08, 2009 4:25 am

This is POKEMON from my mod! This is not for H3! Ill make another one! lol!
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