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Author Topic: E-Mod 1.9 Development  (Read 26885 times)

Mv.c9

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Re: E-Mod 1.9 Development
« Reply #90 on: 2010-02-14, 07:27:30 »

well, above all that, are there any plans for SP ? or same story but with E Mod game play.

I was thinking of a new Spell category called, Blood Magic, it heals you and uses your blood as weapon, and maybe at fifth level you can summon a blood golem which looks like golem with exposed flesh. or a were wolf with no skin and muscle. just bloody flesh. just food for thought !


btw. remember that i made a poll about. the one that you choose mage and warrior ? well, since Mage and Warrior won, i decided to use E - Mod as my reference. im analyzing between two Games (both won best rpg of their own year of release), in the beginning i will totally change their skill and spells (like e mod) and then ill probably go for a separate SP if i get enough trackers on ModDB.
« Last Edit: 2010-02-14, 07:41:59 by Mv.c9 »
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New Disciplines Mod - Bloodlines
http://www.moddb.com/mods/bloodlines-antitribu

Javokis

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Re: E-Mod 1.9 Development
« Reply #91 on: 2010-03-06, 13:17:28 »

I have ideas for a new SP, but no real plans. I'm hoping that all the tutorials I've been pounding out can allow others to take some work off of me. I intend to make all that I know available on this site for people to assimilate.

With that, I have added the Open Nod Development Section of my website, which includes the latest source code for Emod 1.9. You can check out the Open Nod Development Section here:

https://e-mods.net/modules/nodsdkprojects/

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Javokis

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Re: E-Mod 1.9 Development
« Reply #92 on: 2010-03-16, 20:44:06 »

Bump... with video:

[youtube=605,409]http://www.youtube.com/watch?v=hv9C01j2EqI[/youtube]
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wesclash

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Re: E-Mod 1.9 Development
« Reply #93 on: 2010-03-17, 07:15:05 »

Shiney!  I really like the light spell and the aura read spell.  I'm looking forward to playing this, Javo.
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Mv.c9

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Re: E-Mod 1.9 Development
« Reply #94 on: 2010-04-04, 21:56:29 »

is it possible to convert the current Sp to a new compatible sp with E-Mod, i mean, since its a long way to go, we just edit the NPCs Characteristics and make them playable in the game, even though the story does not fit. for instant, reduce the life of golems. and make tomes of learning available so you can learn the spell  and skills . . . something that gives you the progress impression !
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Javokis

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Re: E-Mod 1.9 Development
« Reply #95 on: 2010-04-05, 23:12:25 »

That is usually what I end up doing when all is said and done. May not fit with the world EMod represents, but is good for stability test at the very least. Making a whole new single player game and making a complete backbone mod are two different projects that both require a lot of work.
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Javokis

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Re: E-Mod 1.9 Development
« Reply #96 on: 2010-04-19, 00:40:20 »

Bump*

Finally fixed up the Modifications section for EMod 1.8. Hopefully, I'll be able to make the 1.9 provide a similar level of information when I finally finish it...

https://e-mods.net/modules/mods/about_emod.php
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Mv.c9

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Re: E-Mod 1.9 Development
« Reply #97 on: 2010-06-09, 13:35:55 »

Bump*

Finally fixed up the Modifications section for EMod 1.8. Hopefully, I'll be able to make the 1.9 provide a similar level of information when I finally finish it...

https://e-mods.net/modules/mods/about_emod.php

really hoping to see an Update, or better  . . .  a release :)
i think you practically finished the spells right ? the only thing left is the AI.
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Javokis

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Re: E-Mod 1.9 Development
« Reply #98 on: 2010-06-10, 17:56:40 »

No. I have not finished the disciplines and there's not going to be a release any time soon.
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