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jamotide: Man, thats difficult stuff to translate properly.
I like the sprites you made, the Conclave magistrate is especially cool. The helmet of the Wolfrider looks a bit weird,though, with the black outlines.
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unseen4ce: I agree, I also noticed the wolf helmet looking a bit strange. And I also liked the staff for the magistrates, the sun and moon.

I didn't realise there was a group of people working on this. I'll have to try that mod for DoD too.
Yep there is a group of people. I do the majority of the work BUT there are some untis that I just can't do for one reason or the other. Also more people bring more ideas/tweaks and it helps greatly in making sprites better and better.

I made an update in the OLDvsNEW sprites, as you can see other guys helped A LOT.
http://eador.com/B2/viewtopic.php?t=2799
Post edited July 03, 2013 by Drakon
Will you still be able to tell the difference between veterans ans recruits?. I noticed that the recruit and veteran slingers were changed to the same sprite.
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unseen4ce: Will you still be able to tell the difference between veterans ans recruits?. I noticed that the recruit and veteran slingers were changed to the same sprite.
Nope, we did not change ANY of the original Eador sprites. Maybe I was not clear in my description but these are ONLY Veteran versions.
Post edited July 03, 2013 by Drakon
^Oh, ok. Didn't realise that.
Are recruit and veteran versions a new feature of the mod, or what do you mean by veteran slingers, haflings?
Made some progress with translation and finished another part(parth III) of OLDvsNEW sprites featuring Sniper, couple of outlaws and couple of pretty dark undead. :D http://eador.com/B2/viewtopic.php?p=146162#146162
Post edited July 09, 2013 by Drakon
Good news

One of the team members created a macro to automatically replace all unit/item/etc names with translated ones just based on Excel sheets, which I create anyway while translating. This will speed up the whole process a bit and will get, one of the most boring jobs, out of the way. :)
^That is good news. Do you have Masters of a Broken World?
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unseen4ce: ^That is good news. Do you have Masters of a Broken World?
No, for one reason or another MotBW does not turn me on at all. There is much I can do in Eador Genesis and there is a lot more I can do in Eador New Horizons.
Now that I've sorted out all of the remaining files. I found out I need to change Russian to English names in 13 VAR files(All the translation is done all I need to do is put 200-300 names from each file into two columns. the rest will be done by the macro). The real pain in all this is there is no quick way to compose those columns and I need to double and triplecheck a lot of names so that they won't be messed up. In the end I wonder if there are gonna be mistakes in the final release

Of course there is also a unit.txt TehRic is working on it.

Meanwhile mod is evolving. The version I'm translating right now is 13.0421 and it is like 5 version behind the current one.There have been dozens of minor balance changins, 80% of the New Horizon graphics was improved, two new races were added. Alkari the Birdmen race and most recently Ratmen(it's not yet in the gallery) 12 living units + 2 mechanical units, 14 total. RIght now we've redone Dwarves and they are waiting to be implemented. I'm pushing my halfling race, nobody seems to like them and I'm desperately trying to bring them into the light :))) Also we have plans on balancing after implementing Dwarves and Halfling. The next step will be to redo Elves complitely.

So there are a lot of things going on. After releasing the translation I'm going to work on updating to the last current version. It won't be fast because there are a lot of changes in system files. There are two ways I can approach this problem 1) is to compare old and new files and eliminate the differences 2) to change names in var files via macro. However it is a bit early to think about it.
Now that there are only 2 var files left and unit.txt is not yet translated, I'm begging to think of releasing a beta version of NG just to test out mistakes and bugs. I still expect to be mistakes like difference in names between various instances of the game. i.e. in spell scrolls might have one name but in the spellbook the other, same can be true for abilities, scrolls and maybe units. RIght now I'm the only person who checks everything and there are a lot of things to check, so there will be mistakes 100%.

Looking on the 13.04 version in retrospect I see a lot of things that are really unbalanced(Like minor undead creature Hnara couple of which can scare a dragon or Casino) and are fixed in the future version. However it was really enjoyable experience playing NG for the first time and it still is enjoyable. :) I think the next translation version will be 13.08 with new Dwarves, halflings and other things.

Beta version will include everything except excellent unit descriptions. Half of them will be proper, another half - machine translated. I don't know if I should release such beta to public. I wonder if people want to test such things?
Post edited July 29, 2013 by Drakon
I'm really curious to try it when it's released. It looks like it breathes a lot of new life into Eador. Mods like this might keep the original alive longer than the new version!

I won't say "Release it now!" if you want to polish it, but I'm looking forward to installing it!
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FargoFukes: I'm really curious to try it when it's released. It looks like it breathes a lot of new life into Eador. Mods like this might keep the original alive longer than the new version!

I won't say "Release it now!" if you want to polish it, but I'm looking forward to installing it!
I've decided that I'll try it out first, so there won't be obvious game breaking bugs. Because I know there will be mistakes, I just hope there will be like swapping names and grammar mistakes not something serious :)

If things work out good I'll finish translating 13.04 next week. Then I'll test it with some guys and while Ric will be translating unit.txt I'll release open beta. Next step will be starting translating the new version. Though I think I'll translate a version which is not released yet - but will have improved Dwarves and Halflings.

As for the breathing new life into Genesis, you can 100% it will. I mean I tired from original Eador for a while but this mod made me return to Eador six months ago and I still like it.
Okay I've finished all VARs which is a good news, the bad news I have two other txt files to translate, nothing major but it will be another 2-3 days.

Meanwhile I'm starting to compile all of the features and here is a quick sketch of all class changes

Slayer - was renamed to Assassin

Ringleader - Receives 50% more gold while plundering provinces. was 25%

Ranger - has additional skill Fire arrows(4)

Tactition - bonus "Initiative is increased by +1." was removed

Battlemage - Resistance is increased by +3 [was 2] | Has additional III circle spell slot

Necromancer - was changed into Druid(since it was a Mage + Scout dual class)

A class that is focused on magic wand damage, also he consumes 25% less crystalls, has Wand Mastery 4, Energy control 2,

Enchanter - became a Necromancer(Mage+Commander so now he can have additional bonuses for his undead units) also necromancer can finally Raise Vampire and make him stay on the Necromancy level 5.

Master Slayer - was renamed to Master Assassin

and now has Agility

#Agile units ignore the opponents' counterattacks while engaging them in melee.#

Precise strike is now lvl2(was lvl4)

Champion - was renamed to Paladin, because in Russian it was Paladin, don't know why it was transalted like Champion, Paladin makes more sence since it's a Holy warrior class.

He also has First Strike and his Smite evil ability is now a group ability which enhances all his units on the battlefield.

Raider - was renamed to Gang Leader since it is a more accurate translation from Russian and reflects his abilities better than Raider.

Pathfinder - now has fire arrows(lvl8)

Battlemaster - now grants Regeneration 2 instead of 1

Strategist - missle attack bonus was reduce to 3(was 4), initiative was decreased to 1(was 2)

High Priest- gets additional III circle spell slot

Warwizard - Resistance and Resistance negation was increased to 5(was 4), gets additional IV circle spell slot

Master Necromancer - renamed to Archdruid is more powerful with wands. Wand Mastery 8, Energy control 4, Spell duration +2. consumes 25% less crystalls

Master Enchanter - renamed to Master Necromancer, gets additional IV circle spell slot and has a lot of undead boosting bonuses
Post edited August 03, 2013 by Drakon
If you're talking about what the mod actually features, do you mind if I ask if it solves a specific complaint I have? Namely, the fact that you can be 'punished' for having a high initiative. You act first, it's true, but you also have to play your units first, so you're doing it without knowing where the enemy is, while they can tell where you are and place appropriately. Since initiative is a stat which can be improved, as opposed to a random dice roll as in some other games, it seems like it would be more sensible to let the player with higher initiative place second, and act first. Does the mod do that? Is it something that could be done easily?