Cabal Wars - Aeons Tide - Main Discussion Topic

Information and teasers from the upcoming mod, Cabal Wars - Aeons Tide. NOTICE: This project has been scrapped in lieu of the Shadow Empires mod.

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Brother Laz » Fri Jun 06, 2003 3:24 pm

Well, that screenie is great. :) Very nice interface and all... :mrgreen:

PS: Shockwave nova that spawns shockwave nova 'on striking'? Then if you do that in a mob, you get 1 nova that becomes 16 novae that become 256 novae that become 65536 novae... :)

PS2: if said shockwave nova does weapon damage, you'll get a nice chain reaction. :)
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Fri Jun 06, 2003 3:56 pm

speaking of GUi :
http://d2mods.xfernet.com/~cabalwars/te ... hot003.jpg

it's not complete as you may seen, but that gives a nice overview ...
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Brother Laz » Fri Jun 06, 2003 4:11 pm

Pretty, but won't it be a bit too large to actually see the screen? :)
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y dont u play the game the way its supposta be played? -SlothNathan

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Fri Jun 06, 2003 5:23 pm

Well that's a good point :P
Oh well ... maybe I can live with it :P
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Alkalund » Sun Jun 08, 2003 11:18 pm

Joel" wrote:Massive Update des screenshots du site :P
Replying here since my french is laughable...

Awesome screenshots :D Nice items (although Arm of Doom looked very powerful), cool to see some of the NPCs :)

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Mon Jun 09, 2003 8:56 am

huuu Arm of Doom is a pre-ADD system unique, it have been considerably weakened. It was created before the stat cap was set to 100 and stat gain per level to 1 :P
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by King Merc » Tue Jun 10, 2003 9:58 am

This mod looks amazing! I hope there is more to it than just good looks, which would be a first for mods that replace characters!

So, any new info or screenshots to drool over? :mrgreen:

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Brother Laz » Tue Jun 10, 2003 10:06 am

King Merc";p="104522" wrote:This mod looks amazing! I hope there is more to it than just good looks, which would be a first for mods that replace characters!
*browses through grimoires looking for a 'Telekinetic Punch' spell*

But you're partly right: it does look great. :)
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Tue Jun 10, 2003 10:10 am

*unfolds his Tome of Wondeful Arcanae and start incanting 'Distant Spell Learning' aimed At brother LAz, impowering him with 'TK Slam' spell *

Welll in fact brother Laz's Demon Trip IS the first and unique char-as-monster mod and must be adored as this ...

BTW does someone notices something strange on all the in-game screenshots ... Bonus Styl epoint for those who find it ... (Paul you can't play :P)
Last edited by Joel on Tue Jun 10, 2003 10:12 am, edited 1 time in total.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Brother Laz » Tue Jun 10, 2003 10:26 am

Joel";p="104525" wrote:BTW does someone notices something strange on all the in-game screenshots ... Bonus Styl epoint for those who find it ... (Paul you can't play :P)
ALL of them...? :) So it's a HUD thing, seeing as half of them are from the vendor/inv/stash screen. ;)
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Median XL released!
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Tue Jun 10, 2003 10:33 am

Hmmm no sorry, only screenshots where charcter are actually in some level not town ... (screen 15 or so maybe ??)
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by King Merc » Tue Jun 10, 2003 10:50 am

Light radius perhaps?

Hmm, I did not mean to offend, nor to get punched in the face... I just meant that it does not matter how good your skill editing skill is, or how much time you wish to put into doubling the number of directions of about 200 monster animations, if the actual play balance is not there. When half of the new skills are so powerful that you feel guilty using them and the other half is totally useless and may as well not have been there, it is just not much fun...

But I trust in Joel's skill(s). ;)

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Tue Jun 10, 2003 10:55 am

Monsters inexistant LR is ONE of the stuff to notice ...
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Brother Laz » Tue Jun 10, 2003 11:07 am

*writes down: 1) King Merc must die; 2) ask Phrozen to remove DT2 from the Keep ASAP, it's giving me a bad name*

Hmm, if Paul is involved, it's a level layout thing... but not all pics show something special... the pic of the dirt cave IS a dirt cave, not a retiled ice cave... there are no out of place objects in that pic...

Argh! You Gfraizer, you! ;)
19.may.2007 | Adun Tori Laz.
Median XL released!
Flesyht sa ruobhgien yht etah.


y dont u play the game the way its supposta be played? -SlothNathan

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Tue Jun 10, 2003 11:12 am

* hehe don't kill King merc maybe can enslave i tsoul instead *

ahah if Paul is involved it's not because of tile or stuff ... just because he knew about this modification ( as much temporary as it is )

And no I'm not GFrazier, at least I have no concluant informatins
to give to you concerning this point. But it may or may not ...
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by King Merc » Tue Jun 10, 2003 11:44 am

Brother Laz";p="104533" wrote:*writes down: 1) King Merc must die
Yeah, I don't like your mod, kill me. *sigh* Quit the arrogant attitude already. Yes, you have 1000 posts and I have 3, but is that a reason to flame me for stating my opinion? Some people didn't discover this site two years ago, you know.
Bleh.

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Rhonlore » Tue Jun 10, 2003 12:27 pm

King Merc. You have to understand Laz is like this all the time ;)

**edit removed something because he half figured it out**
Last edited by Rhonlore on Tue Jun 10, 2003 10:58 pm, edited 1 time in total.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Tue Jun 10, 2003 12:27 pm

calm down ... Brother Laz was joking, it's his own kind of humor, don't feel flamed. He really work hard on this mod even if it's not perfect (and neither is mine) so well, a piee of sarcasm here and ther , just don't be so picky.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Rhonlore » Tue Jun 10, 2003 10:58 pm

Muahaha! No automap!!!

Thats mean man!!! LOL :D
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by BrotherDog » Wed Jun 11, 2003 11:39 am

Are you referring to the guy holding the red health sphere, or the screen resolution?

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Alkalund » Thu Jun 12, 2003 4:44 am

Joel";p="104525" wrote:BTW does someone notices something strange on all the in-game screenshots ... Bonus Styl epoint for those who find it ... (Paul you can't play :P)
Definitely automap missing... by the way, I hadn't noticed the Shalafi corpse on the ground in screenie 15 until now... cool :mrgreen:

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Will_Frag_For_Cash » Tue Jul 15, 2003 7:08 pm

:D so when is this Mod going to come out? i've been to the hospital three times now for dehydration caused by chronic excessive salivation...

:) i think this is going to be a great mod. there isn't much left anymore considering Zy-El had almost lost its thrill (almost...don't know if it will ever happen) and the only thing that i've been doing with Ancients: TFW is do Cow runs with my Burizon to see if I can get every single set item the game has to offer and use an editor to export them so I have complete sets for my new characters when I go back to vanilla LOD...doesn't it sound like Diablo is great fun for me anymore? :(

:thumb: keep up the good work

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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Tue Jul 15, 2003 7:15 pm

Well, skills issues are being slained on a daily basis, new stats from 1.10 allow me to create new crazy modifier for unique ( enhanced dmg vs dragons, attackers get frozen,etc ...°.
I hope to get a working version before october or november.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Joel » Tue Jul 15, 2003 11:12 pm

For those who ONLY look this forum, here's the latest update for the site :
complete Shalafi Elementalist Skill List :
http://d2mods.xfernet.com/~cabalwars/te ... ementalist

Next subcabal will follow soon.
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Re: Cabal Wars - Aeons Tide - Main Discussion Topic

Post by Will_Frag_For_Cash » Wed Jul 16, 2003 4:19 pm

:cheer: all hail! wait...months of waiting...months.... :x YOU BETTER not be stingy with screenies from here til then... :D not that you ever have...but that's like telling us when Christmas is and then expecting us to wait for that long 8-O without even having a smidgeon of info about what we might get! 8-O ...oh well...keep up the good work! :)

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"Offither, I'm am sotally tober...not bun wit under the alcofluence of incohol"-My Dad

"No, sir, I just got here...no, I'm not sleeping with your daughter...naked? I just found her that way...and no, I won't take credit for that dazed smile...sir, you should really calm down, it's not what it looks like..."

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