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unknowngst

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About unknowngst

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    Indium Shaman

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  • All time best video game ever played
    final fantasy series
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    United Kingdom

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  1. Ugh...fallen sick during hectic schedule... Anyway, v0.9 is released. The download can be found Here Contents as promised: 1) God spells now summons 3 minions to your side! Read the readme.txt about how to control them. 2) Major changes to spells.txt, which is originally planned to be released as v1.5. Whenever your CA kills an enemy, it will be thrown into the air, for more enjoyable kill-strikes, and all sorts of funny thing you can see when they land on barrels/stone/graves or other objects! 3) Improved weapon randomness! Previously, all weapons are under the same weapon pool.
  2. Well, I changed my mind about v0.9b. Previously: More spawn points, covers all major area in Ancaria. Now: A) Better weapon randomness! In v0.8b, all weapon/armor model with all color variation will appear...working great for the armor, but not so perfect for weapon. Because there's much more 1-hander and shields than 2-handers, and much more melee weapons than ranged weapons. They are all grouped together into one weapon pool. In v0.9b, weapons will be separated into different groups: 1h Melee, 1h Ranged, 2h Melee, 2h Ranged and Shield. Each group will now have equal chance of app
  3. Version Update: v0.8 released. Here Sept 17, 2011 - All 7 playable races are added. - Technical Data is removed as separate download. - True random armor and weapon, includes all possible armor and weapon variation . Since there's only silence I have decided on the God Spell way as the method to spawn companion heroes at player's side. This feature will be released as v1.5 later (much, much later...expect at least 2 or 3 weeks). Version plan unchanged, v0.9 will includes more spawn spot, and v1.0 will aim for skill/bonus balance of spawned heroes...it should be released within a we
  4. An update on idea and progress: 1) All heroes are already added into game, they will be released in next update: v0.8 beta. Same spawn location, will include more later (planned in v0.9 beta). Currently, all heroes spawned are with CA but without any skills/bonuses and their weapons and armors are weak ones. I hope to achieve good balance in v1.0. 2) Up to v0.3 beta, all heroes spawn with random weapon and armor. However, the list of random weapon and armors only includes unique model, but the color always the same. In the next release: v0.8 beta, random weapon and armors will not o
  5. ~~~~~ @Dragon Brother: Thanks for the suggestion, I already did as you suggested. BTW, in the first release, all the information is actually included in a README.TXT file inside the .zip file. I just didn't copy-and-paste them out ~~~~~ Anyway, my main purpose is to make the following announcement: I decided to release version 0.3 (HERE) for several reasons: Change-log: Sept 13 2011 v0.3 - Removed unnecessary scripts - Improved spawn location and density - Dryad is added - WEARGROUP_DRYADIN is added - Solved all known weird issues. Yup, Dryads are included (which me
  6. I decided to release the first beta version, Here mainly for testing purpose, and to show some proof-of-concept. This beta release ONLY includes Seraphim and High Elf. This beta release *DOES NOT* includes spell changes that will make enemy "fly" in air when killed by skills. I will make this a separate release later, after this first beta release is stable. I don't think there will be any bug/error, because it's all just script, nothing fancy. BUT, if you encounter any problem, please let me know! Again, please remember that: 1) This mod is intended for Sacred 2 Original + Expans
  7. [MOD] Age of Heroes (Beta) - All-in-one pack View File July 2018 -- Updated for compatibility with CM Patch 1.60 by Flix The following descriptions are the same as the README.TXT included in the download) Sacred 2 Mod: Age of Heroes V0.9c Forum thread: http://darkmatters.org/forums/index.php?/topic/19414-sacred-2-age-of-heroes-mod/ (Changelogs will be maintained in forum thread) =========== Requirments =========== 1) CLIENT VERSION: Ice & Blood v2.65.x 2) CM Patch: v160
  8. Version 0.9

    1,714 downloads

    July 2018 -- Updated for compatibility with CM Patch 1.60 by Flix The following descriptions are the same as the README.TXT included in the download) Sacred 2 Mod: Age of Heroes V0.9c Forum thread: http://darkmatters.org/forums/index.php?/topic/19414-sacred-2-age-of-heroes-mod/ (Changelogs will be maintained in forum thread) =========== Requirments =========== 1) CLIENT VERSION: Ice & Blood v2.65.x 2) CM Patch: v160 Additional Note: This mod *WILL NOT* replace any existing item/texture/creature/w
  9. It's fine, don't worry about it, I'll be using .zip to save network traffic Anyway, it will take me another weekend to finish with: 1) extracting all the WEARGROUP_[RACE] from itemtypes 2) create blueprints 3) create weaponpool 4) create equipsets 5) create hero creatures with appropriate mounts and CAs 6) create appropriate factions 7) create spawns at appropriate places Item 1) to 6) is easy, but 7) is a major pain...there's just too many places! Currently, I'll need to hop on a mount, travel to the desired place, and then use Console -> PRINT MOUNTINFO to know where I am
  10. Hmm...tried to upload Excel Sheet, but not allowed. I'll upload as .txt, then ask the users to rename it to .xls instead after download. I hope this circumvention is not against the rule EDIT: Changed my mind...since .zip is allowed, I should compress all the files first before I upload them, it will save a lot of network traffic.
  11. Screenshot update: Lively battle field with just Seraphim + High Elf My aim is to add one race per day.
  12. Curent released version: v0.9 Beta Download Anouncement Post Change-log: Intro-Screenshots Preface Note This is a work-in-progress. I am only able to "work" on weekends, so don't expect rocketing progress. I make this mod on an important principle: PURE TEXT CHANGE. I will NOT modify any of those texture file, or includes more texture, or whatsoever. I intend of achieve all these by only modifying script files. If any of the desired effect REQUIRES editing anything more than script/text files, I'll kiss-it-a-goodbye. For best compatibility, pleas
  13. It has been awhile...I was on my quest to find a way to hurl enemy further away when dead... My quest failed. YET, my journey brought surprisingly pleasant results. In short, At the begining of my journey, I was a lone seraphim fighting mundane monsters, which looks just the same boring way from one region to the next. At the end of my failed quest, I ended up with a mod that: 1) Spawns seraphims (a mix of mounted and on-foot) at any chosen places. 2) Each one of these seraphims will wear totally random armors and weapons (including bunny ears, jester's hat...anything). 3) They ca
  14. Rejoice! Fellow Ancarian, Hours of perusing and delibating over the ancient tomes and scrolls have revealed a secret art most terrific! Aye, as ye might have guessed, my journey in search for The Holy Grail of Ragdoll has bare thou fruits - nay, the TRUE Holy Grail of Ragdoll has yet to be found -- but WAIT! A replica that can produce the same result has been found...with a tweeny tiny bit of "catch" (which I'll mention in the end). Here's the juice: It is rather simple I had some background knowledge of all those .txt files in the script folder. And then I read about this threa
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