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-   -   Mod: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map commands) (http://forum.shrapnelgames.com/showthread.php?t=39996)

Aezeal February 5th, 2009 09:11 AM

Re: Dominions 3000 v0.76 - lets go MP
 
--- pop type 40

#selectmonster 348
#copyspr 2400
#copystats 2400
#name "Savage Ork Shooter"
#descr "In space there live barbarian tribes of savage orks. They are just as warlike as their more civilized bethren and will defend their lands to the last. This ork is armed with a blaster and prefers ranged combat."
#end

#selectmonster 367
#copyspr 2402
#copystats 2402
#name "Savage Ork Chopper"
#descr "In space there live barbarian tribes of savage orks. They are just as warlike as their more civilized bethren and will defend their lands to the last. This ork is armed with an axe and prefers getting bloody and berserk in melee."
#end

#selectmonster 347
#copyspr 2405
#copystats 2405
#name "Savage Ork Warchief"
#descr "A Savage Ork Warchief leads one of the roaming clans of savage orcs. He is well equipped and can shoot as well as fight like a berserker in melee."
#end

#selectmonster 346
#copyspr 2407
#copystats 2407
#name "Savage Ork Necromancer"
#descr "Ancestor worship has always been a part of orcish culture with it's own holy men, the Necromancers. Amongst the wild savage orcs this is still the prime religion and the necromancers lead the clans with the chiefs. They are always holy men versed in death magic but can have other magicskill too."
#end


hmm couldnt'find another pop type with 3 troops and 2 leaders.. those are all militia/l inf/ h inf + com and priest. there are several options with different unit numbers but all include the same priest.. and that is taken. So now one of the amazon poptypes is no more :D

Aezeal February 5th, 2009 02:53 PM

Re: Dominions 3000 v0.76 - lets go MP
 
2 Attachment(s)
hmm I've made a sprite.. no better said I've adjusted a sprite to fit the orcish flamer. The source is pretty clear but I think it's a huge improvement myself.

I'm not much for drawing persons but I think adding weapons and effects is working out nicely.

anyway here they are.

Aezeal February 5th, 2009 05:54 PM

Re: Dominions 3000 v0.76 - lets go MP
 
The mod is getting large.. some numbers (I've put them in de dm file too) for those working on something. (are the pirians still under construction?, or those nanobots?)

unit numbers used (aprox)

Neoclidia 2200 - 2253
Insect 2500 - 2537
Ulm 2583 - 2659
Indies 2700 - 2749 AND 2400 - 2408
Jomon 2750 - 2777
Orc 2800 - 2850
Commonwealth 2950 - 3000
Dragons 3001 - 3029
Shiar 3050 - 3080

Magic sites 765 AND 800 - 827 AND 901 -902 AND 989 - 998

weapons 650 -667 AND 700 - 765 AND 775 - 783 AND 800 - 806 AND 810-818

Armor 215 - 222 AND 270 - 274 AND 340 - 354

rdonj February 5th, 2009 06:02 PM

Re: Dominions 3000 v0.76 - lets go MP
 
Wow, I'm going to have a lot of work ahead redoing the indies to fit in all these new groups ;)

Aezeal February 5th, 2009 06:55 PM

Re: Dominions 3000 v0.76 - lets go MP
 
well they don't have to be in.. or just one province. and most aren't for space anyway :D

All are also in new sites so they might just pop up at random :D

Darkwind February 5th, 2009 08:24 PM

Re: Dominions 3000 v0.76 - lets go MP
 
It looks like this mod is shaping up to be a tribute to Dom3. We have what--417 (by my count, ie a calculator's count) units? Not to mention the likely many unique spells for each nation, plus the beginnings of a line of generic ship summons in Construction. Not to mention the maps. Clearly Aezeal's man-hours of work (not to mention rdonj's 1337 (leet for you uninformed, or elite for the plebes) mapping skills) have made this mod great. :)

As to Piria/Qinus(name in progress), I haven't been working much on them. I feel inspiration now. :D My muse is number-crunching!

Aezeal February 6th, 2009 09:43 PM

Re: Dominions 3000 v0.76 - lets go MP
 
I''ve started on Machaka. Working with an existing nation is nice since you have a basis.. but then I also want to keep the feel of the nation and that is harder.

I'm thinking (now probably overlaps with my previous post but I'm just re thinking it) a civilization which is keeping very much to it's traditions. Still darkskinned and I'm showing that in the militia at least (don't think I'll get more chances) Same ranks, same priests, same spider influence, same magic (+ some earth as usual) Some what Jomon like in that they will have fire and poison based attacks since they are not the die-hard earth/resource based so need other stuff to keep up with ulm.

I'm keeping some sort of militia (the same sprite as the ulmish one, just darkgreen armor and dark brown skin), I'm keeping the hoplites (only now as powerarmor hoplites with firelances (for melee and range)) Might just give them some space-marines (like ulm, same sprite with different color, vanilla game uses same sprites with different colors and weapons too so why shouldn't I?) for the regular warriors would set the idea that human nations have space marines and that is something I'm not against. I'm thinking green ish armor for the ground and brown for space. (why did I ever use a 2nd color for the ulmish marines in space???)
I'm keeping the sorcs and I'm keeping the various priests of the lord, I'm keeping the bane spider as assassin of some sort (equipment will need to be improved though.) Will probably keep that stealthy initiate too.

Spiders probably some of those I've got as indies now (would be strange to have those walking around everywhere except with the spider worshippers.) They are weak for units in dom 3 K but they are needed for flavor and webbing can be usefull I think, as can poison.

There will be a spider walker (the "tank"), maybe a spider-centaur/drider thingie but it's use isn't clear to me yet in this armored world, would fit better with dom 3 vanilla. Spider spaceship as fighter and probably as larger ship too.

My biggest problem is with the sacreds and the spider riders. I can't really see spider riders as usefull in this age.. even with the indie spiders I had (which had same armor but better weapons than the vanilla ones) and I can't really justify why they'd ride spiders instead of just those spider walkers even if I'd make these spiders somewhat more powerfull.. they'll never equal decent armor so will only be a weak spot for the riders in the end.. unless you'd give the some sort of barding but that would kinda end up like the spider walker...

I'll probably end up with at least 2 types of spider walkers. (I'm thinking a poisoner (something real nasty)) and a direct damage one. still want something spidery as a sacred though, blessable would be nice but not too strong.. and I'm still stuck there can't fit anything in atm.. idea's?

Darkwind February 6th, 2009 10:01 PM

Re: Dominions 3000 v0.76 - lets go MP
 
I'd suggest just making the spider walkers (or an 'elite' walker) sacred. If you really want living spiders, though, I'd suggest making them genetically engineered (the spiders, though the humans might be too). Spiders that are stronger, faster smarter--a cool multihero could be a spider that's gained sentience and managed to convince its way into serving you rather than being killed and dissected painfully, not necessarily in that order.

Oh, and if you're only lamenting about how to make their armor thematically, I'd suggest some sort of cybernetic implant in the spiders' heads that creates a force field, from the power of their MIND.

Aezeal February 7th, 2009 09:57 AM

Re: Dominions 3000 v0.76 - lets go MP
 
Hmm well I don't think machaka is that much into dissecting their spiders.. but genetically enhanced or better bred spiders would be good... also for summons.

I'm thinking a spider GOD at least. I'm making their queens (like the indie) sentient at least and willingly in a pact with machaka.

A recruitable Machakan sword spider and a poison spider and their queen will be in, with 10-12 prot at least.

Aezeal February 7th, 2009 11:45 AM

Re: Dominions 3000 v0.76 - lets go MP
 
hmmm still working on Machaka but decided to copy the dm file in a word editor and look at the spell check (can't do it automatically) I've looked through about 400 pages and corrected those errors in the description it pointed out to me. Hopefully that part of the mod can get Llamabeasts sign of approval now.

Aezeal February 8th, 2009 04:22 PM

Re: Dominions 3000 v0.76 - lets go MP
 
1 Attachment(s)
hmmm Machaka is about 75% done but I need to make some more sprites and that won't happen next week.

Maybe someone could test it as it is (my dominions is acting weirdly so I can't really test without getting annoyed a lot) I've done some copyspr and copystatting and that might result in weird stats and stuff.

If someone could check if all troops and their spaceforms work, have weapons that seem to fit (and not remnants of the old weapons) and stats and magic skills that seem correct. I've also never really played Machaka and would like to know how this works out with the 2nd forms of the sorcs. (I hope they don't have one in space since the spider would just die there.) If anyone can tell me which unit number that 2nd form has I can give it AP weapons too. (but it's a minor issue really)
I'm attaching a zip file, the dm file goes with the others but the sprites need to go into the dom 3 folder.

thx

todo:
- Huge spider summon (sprite needed)
- other spider summons (recolors)
-- Ghost spider?
-- Phasing spider?
- Huge spider hero (sprite needed)
- spider centaur/drider hero and maybe troops as summons (sprite needed)
- Huge spider pretender (sprite needed)
- maybe "regular" soldiers (like Ulm marines but slightly lower stats I think if that fits between militia and hoplites) (recolors)
- possibly replacing the fighter weapons (ship heavy blasters like most ships have) with some attack partial regular damage, partial fire.
- Maybe bigger (capital) ship summon. (sprite needed)

Darkwind February 18th, 2009 06:44 PM

Re: Dominions 3000 v0.76 - lets go MP
 
Say, what's everyone up to? I haven't been doing anything really, since I have a few big projects due soon. But this thread seems awfully quiet. To stir up discussion, here's a Fighter and Carrier unit, meant to be generic summons (I thought a main part of the 'new' construction line should be a series of okay generic ships), coded on the spot.
Code:

#newmonster (whatever)
#name "Fighter"
#spr1 (add this in)
#spr2 (what the above says)
#descr "A small, generic fighter-class unit--cheap to build and maintain, for ships. They also die like giant mechanical flies."
#ap 20
#mapmove 2
#size 4
#supplies -5
#flying
#hp 22
#prot 9
#str 10
#enc 1
#att 10
#def 10
#prec 10
#mr 10
#mor 10
#gcost 150
#forestsurvival
#weapon "Ship Laser"
#end

#newmonster (whatever+1)
#name "Carrier"
#spr1 (add this in)
#spr2 (what the above says)
#descr "Carriers are large ships built to field many smaller fighter units on the field, and serve as more of an auxiliary weapon themselves. The fighters do the actual dying in droves. Carriers require massive amounts of supplies to feed their crew."
#ap 11
#mapmove 1
#size 6
#supplies -80
#flying
#hp 50
#prot 15
#str 10
#enc 1
#att 12
#def 15
#prec 10
#mr 17 (lots of people, hard to affect with magic)
#mor 10
#gcost 600
#forestsurvival
#weapon "Ship-to-Ship Artillery"
#onebattlespell (summons fighters)
#end

#newmonster (whatever+2)
#name "Carrier"
#spr1 (add this in)
#spr2 (what the above says)
#descr "Carriers are large ships built to field many smaller fighter units on the field, and serve as more of an auxiliary weapon themselves. The fighters do the actual dying in droves. Carriers require massive amounts of supplies to feed their crew. They work as well on the ground as on land."
#ap 1
#mapmove 1
#size 6
#supplies -80
#lucky
#hp 50
#prot 15
#str 10
#enc 1
#att 12
#def 15
#prec 10
#mr 17 (lots of people, hard to affect with magic)
#mor 8
#gcost 600
#forestsurvival
#weapon "Ship-to-Ground Artillery"
#onebattlespell (summons fighters)
#end

Ah man, I'm really short on time. I'll finish it tomorrow I think. Unless someone else decides to finish the code for these first ;)

The spells to summon them still need to be done, as well as the #onebattlespell.

rdonj February 19th, 2009 04:18 AM

Re: Dominions 3000 v0.76 - lets go MP
 
I'm taking a break from singleplayer, so it's been a while since I've done any testing. Also, that carrier really needs a shield of some sort. The fighter probably should as well, unless you want to make it into a drone? Why do the fighters generate supplies?

Aezeal February 19th, 2009 07:27 PM

Re: Dominions 3000 v0.76 - lets go MP
 
#onebattlespell (summons fighters)

this is about what your idea is about and it can't be done. Sorry.

wait this idea is nice and deserves more talks.

The generic fighter will be the x-wing I already have I think... making another one next to it will be a bit much (and I've gotten no sprites :D).

The carrier is a nice idea but onebattlespells need to be restricted to existing spells. I COULD probably edit an existing battlesummon spell though if it's TOTALLY not suited for dom 3k.. any suggestions what would be suitable?

Or the carrier could just have a summon x-wing function out of combat.

Darkwind February 19th, 2009 07:45 PM

Re: Dominions 3000 v0.76 - lets go MP
 
I was thinking we could edit a spell to summon fighters. Mechanical Men, maybe? They're not really flavorful for Dom3K--old clockwork machines don't mesh well with massive spaceships and other future-tech stuff.

Aezeal February 20th, 2009 05:04 PM

Re: Dominions 3000 v0.76 - lets go MP
 
hmmm mechanical men are at least sort of robots :D

rdonj February 20th, 2009 07:31 PM

Re: Dominions 3000 v0.76 - lets go MP
 
Seasonal critters? Faerie queen? Lamias? Elemental royalty? Summon animals? I thought you removed some summons, maybe you could use one of those.

Aezeal February 20th, 2009 11:01 PM

Re: Dominions 3000 v0.76 - lets go MP
 
I don't think I removed battle summons

rdonj February 21st, 2009 01:14 AM

Re: Dominions 3000 v0.76 - lets go MP
 
If you're going for battle summons, how about Swarm? Or the one that makes giant ants.

Aezeal February 28th, 2009 08:48 PM

Re: Dominions 3000 v0.76 - lets go MP
 
untill the next patch is out I'm putting things on a low level. Haven't heard anything about machaka anyway and my game is still having graph problems so I can't test is very well. If the new patch is out I'll certainly work on the map though. And maybe sooner if a new graphics driver will fix my graphs... I'd reinstall the game but can't find my CD :S.

PS all of the above isn't the real reason though.. the most important reason is that I've bought Dawn of war 2 :D

Darkwind March 10th, 2009 09:12 PM

Re: Dominions 3000 v0.76 - lets go MP
 
My computer just died and I lost everything after reqriting. So the Pirians and Qinus (I think that was the name I was using for them, something like that) are now gone, as well as everything dom3. Sigh. I'll probably restart them at some point, it's not like I did too much work.

rdonj March 10th, 2009 09:27 PM

Re: Dominions 3000 v0.76 - lets go MP
 
That's pretty crappy :( At least there is still a tiny bit of that left, from the code that you put up in this thread somewhere. It might help you get started should you start work on it again.

Darkwind March 14th, 2009 05:03 PM

Re: Dominions 3000 v0.76 - lets go MP
 
Say, Aezeal, what's happening with your graphics? Are they fixed, still bad, worse? Are you still glued to Dawn of War like an Orc glued to the inside of a Space Eel's stomach? ;)

Also, with all of my work-in-progress wiped, I'm stuck between focusing on Piria, Qinus, or a generic line of spaceship summons. What do you guys think?

Edit: Also, hurrah for the 523rd post in this topic!
Edit II: This makes us more than twice as large as the Did You Know thread, and 2/3 the size of the Introductions thread. I wonder how many of the posts here are Aezeal's?

rdonj March 14th, 2009 09:54 PM

Re: Dominions 3000 v0.76 - lets go MP
 
I think piria would be easies t for you to do since you still have stuff left for them. Also one of our planets is basically a sun, so they'd fit better there than anyone else ;). I think Aezeal decided that the generic ship summons he did were sufficient, so I think you don't need to focus on those. Somehow I don't seem to even know what qinus is, but if you want to work on them don't let me stop you.

Darkwind March 14th, 2009 11:16 PM

Re: Dominions 3000 v0.76 - lets go MP
 
Qinus is the name for that nanobots-gone-wild nation. I think. I honestly don't remember what it was originally called.

At any rate, I think one of the problems with Piria is that I have to sift through this gigantic thread to get the information I've put down about it. Though, that should be easier with the tool to put the thread in one long page (That did survive the new forum, right? Please tell me that's still in the new forum!).

rdonj March 15th, 2009 12:21 PM

Re: Dominions 3000 v0.76 - lets go MP
 
Hey darkwind, you never got to play on the new map, did you? I don't think it ever got even an internal beta release.... I was wondering why I never heard back on it and if there were bugs or anything.

Darkwind March 15th, 2009 04:40 PM

Re: Dominions 3000 v0.76 - lets go MP
 
No, I never got the new map. The reason it's not being commented on is because there's no way to get it and comment on it:(

rdonj March 16th, 2009 12:01 AM

Re: Dominions 3000 v0.76 - lets go MP
 
If you pm me your email address I'll send it to you. Can you open .zip or .rar files? The .tga is a bit big and may require compression. to send via email. I would just post it in the thread but aezeal might not like that.

Darkwind March 16th, 2009 03:24 PM

Re: Dominions 3000 v0.76 - lets go MP
 
I just started a new game, and apparently there's a bad #newmonster command in Dom3k version .80 (by the way, Aezeal, you should probably update the title). I shall investigate!

By the way, checking through the files, it's Alpha not Aplha. Minor typo.

Also, cocoon is spelled, well, cocoon. Not coccoon.

EDIT: I don't have any patches. Duh. That's probably why the mod won't run.

EDIT2: Works like a charm. A couple thoughts, starting up Neoclidia:
-Should the warship and commander warship really have such different sprites?
-Minor typo in the Deep One Priest, "Great old Ones" rather than "Great Old Ones". Also in the High Cultist and Captain.
-Also in the Deep One Cultist, Elite, Streamgunner, and Soldier. AAAAGH.
-I could have sworn I had a Yithian High Cultist. Did it disappear? Upon checking, yes I did make one and yes it does not appear on the recruiting list.
-Two copies of the Awakener. Maybe we should remove the Awakener from the capital sites?

rdonj March 16th, 2009 04:58 PM

Re: Dominions 3000 v0.76 - lets go MP
 
I seem to recall there having been yithian high cultists back when I played them before. But maybe I am just crazy.

Getting rid of the typos would probably be a good idea, but for the moment the whole of dom3k is riddled with typos and awkward sentences. So at least it's not out of place :P I just have been completely ignoring such things for the moment, polishing is one of the later stages of development imo.

Having multiple awakeners I can only see as a bug though, that needs fixed.

Darkwind March 16th, 2009 05:02 PM

Re: Dominions 3000 v0.76 - lets go MP
 
DOMINIONS 3000 BUGS & NOTES, CONTINUED.
-We should probably get a flag for Neoclidia.
-The starting commander is a regular Warship, not a commander.
-The Orbital Station is really cheap compared to the other ships.
-The Neoclidians seem schizophrenic about resource:gold ratios. Half of their units have huge gold costs and tiny resource costs and the other half are almost even (with fairly high resource costs). Neoclidia has no resource sinks, but no 1-resource units to spam either. Just a note less than a bug I guess.
-Ulm's only unique pretender is the Superior Intelligence Droid? You'd think they'd have something big, bulky, and brutal, truly fitting the spirit of Ulm ("Take a big gun. Double the size. Now make it shoot faster. Attach that to a giant tank, and you have Ulm's light infantry.")
-In a test game, Ulm failed to appear. No capital province, they simply didn't exist.
-R'lyeh can summon Ao, Aka and Dai Oni. I don't think that's supposed to happen.
-Jomon also failed to appear in the game. It centered on a province, but no capital.
-Jomon CANNOT summon Ao, Aka or Dai Oni. Hmm.
-The Orc summons are spread accross several schools. Not necessarily a bad thing, if they'd be too strong otherwise.
-The Commonwealth started on the big star planet. I find this highly amusing. :D
-The Ice Citadels are immortal, i.e. they all revive in the capital. That could be a lot of citadels.
-The Commonwealth is really dependent upon its dominion (its land troops are much stronger in its natural cold climate, its ships are useless in warm climates) but its only priest is a 350 gold mage with only H1. That's not weak, that's inhumane for practically any nation. Plus, the only other way to increase cold is a Citadel, a level 7 summon for 3 gold that can be bumped into your home province where it does no good.
-BY THE WAY JK AND KO, if you're reading this, it would be awesome if a unit's magic could vary based on scales (order/turmoil, heat/cold, etc.). It would be very thematic for nations like Piria (or Abysia, or pretty much anyone whose 'uniqueness' is mostly tied to a certain concept represented in a scale). Plus, it might be cool to tie a Teacher's magic to both Order and Cold.
-Wyrmling phase, not wyrmling fase.
-Destroy Demon is an H3 spell (ie only the High priests of Shiar can cast it), Destroy Demons H4 (ie only a prophetized High priest can cast it). That's a high requirement.
-In several of the nations, the summons are strewn all across the paths, often with medium or high research requirements. While I know that's intended for, say, the Dragons, that's still quite a bit of variance for nations like Shiar.
-The Commonwealth has no capital-only units, not even the Teacher is cap-only.
-Again, the Ice City produces 3 astral pearls, while the Commonwealth has very few Astral spells, if any, and pretty much no access to Astral magic.

rdonj March 16th, 2009 06:04 PM

Re: Dominions 3000 v0.76 - lets go MP
 
Quote:

-In a test game, Ulm failed to appear. No capital province, they simply didn't exist.
Eh? Now that sounds like a bug with the map. Possibly. There is only 1 start per major planet, so if there were more nations set for the map than avaiable planets, it's possible I guess that they didn't show up because all available planets were taken. But that shouldn't happen right, because it should only allow you to set as many nations as there are start locations. Or I just messed up and one of the planet start locations was messed up. That said I just looked quickly at the start locations and it seems everything is in place.... In conclusion I have no idea why you had that problem.

Darkwind March 16th, 2009 06:52 PM

Re: Dominions 3000 v0.76 - lets go MP
 
I put every nation on the map. Maybe that's the problem?

rdonj March 17th, 2009 06:07 AM

Re: Dominions 3000 v0.76 - lets go MP
 
Well, we have 9 nations now and I think we only have 7 start provinces... so if you fit all nations in then yeah, that is probably why. But I wouldn't think you'd be able to convince it to LET you put all 9 nations in... unless I messed up somewhere on the map :hurt:. Anyway as long as you stick to 7 it should work fine.

Darkwind March 17th, 2009 06:12 AM

Re: Dominions 3000 v0.76 - lets go MP
 
Well, only two nations were missing, so the math works out.

Of course, this means we need an even LARGER map to fit even more nations. :p Onwards, to a 1500-province map!

Edit: And with the new commands, we can make the 750 space provinces look awesome! ;)

rdonj March 17th, 2009 06:46 AM

Re: Dominions 3000 v0.76 - lets go MP
 
So you're the one who's going to make this new map, right darkwind? :D Remember, you have to set all the provinces by hand! Nah, whoever makes the next map is much luckier than me, they get to have all the province garrisons made for them....

Actually though, I think we could fit at least one more sart location in. The small planet cluster at the top right has enough land that it would work as a start location for either the orcs or the insectoids, if we set them to always start there. And if we really wanted we could start the other one in the bottom middle. I don't think it would be unfair to, say, have the orcs in the top right and the insectoids bottom middle. It would help balance out their overpoweredness a bit :P

That said, we simply will not have the space for all nations when qinus/pyria/machaka come out by any stretch of the imagination. So yeah, we do almost need yet another new map already....

Darkwind March 17th, 2009 06:56 AM

Re: Dominions 3000 v0.76 - lets go MP
 
Maybe we could make the 1500-province map a No Independents map? :D That would solve the garrison problem!

Though, all we'd really need is a map with 20-some individual planets (we are aiming for about as many nations as your average base era, right?). Larger games might get a bit crowded, but we can call that a feature of the mod :)

rdonj March 17th, 2009 07:04 AM

Re: Dominions 3000 v0.76 - lets go MP
 
Well, no independants maps don't really have NO independants, you just can't recruit any. You still have to take over provinces normally. Unless we wanted to create some kind of "really no independants" map, where you rush as many commanders as you can across the map to gain provinces as fast as possible.

I think as long as there's one major planet per nation that's probably fine, although we might want one major planet and one minor planet (i.e. a 7 province and a 3 province). I doubt we'll ever need a 1500 province map, we really don't need more than 15 provinces a player and we'll NEVER have 100 dom3k nations.... Unless aezeal comes back fresh and full of ideas from playing dawn of war, like deciding he wants to create tyranids and eldar or something, I don't think we'll ever get above 15 nations, really. So we're probably not looking at anything beyond 250 provinces.

Aezeal March 18th, 2009 07:11 PM

Re: Dominions 3000 v0.76 - lets go MP
 
that cluster is meant to be a start site :D

I'm not doing much till I get my new commands and we can finish the new map with the backgrounds and then start a MP game :D

once I play again I'll work on Machaka
and of course I need to have normal graphics again dammit

Aezeal March 18th, 2009 07:14 PM

Re: Dominions 3000 v0.76 - lets go MP
 
and as reply on previous messages: I've done a spellcheck (somewhat).. a large part of the typo's should be gone

Aezeal March 18th, 2009 07:19 PM

Re: Dominions 3000 v0.76 - lets go MP
 
-Ulm's only unique pretender is the Superior Intelligence Droid? You'd think they'd have something big, bulky, and brutal, truly fitting the spirit of Ulm ("Take a big gun. Double the size. Now make it shoot faster. Attach that to a giant tank, and you have Ulm's light infantry.")

--> true, needs a new pretender... once...

-The Ice Citadels are immortal, i.e. they all revive in the capital. That could be a lot of citadels.

--> if this was not so in the original mod it shouldn'be so.. can't imagian I'd put it in.

-Destroy Demon is an H3 spell (ie only the High priests of Shiar can cast it), Destroy Demons H4 (ie only a prophetized High priest can cast it). That's a high requirement.

--> well you have the regular spells... and I think these are a bit stronger :d cna't put taht in H2 would be overpowering. Don't have to use it though

rdonj March 18th, 2009 07:32 PM

Re: Dominions 3000 v0.76 - lets go MP
 
Quote:

Originally Posted by Aezeal (Post 680966)
that cluster is meant to be a start site :D

I didn't know that. Well, it will be a pretty quick and easy fix when the map is updated for the new skybox functionality.

Aezeal April 2nd, 2009 11:57 AM

Re: Dominions 3000 v0.76 - lets go MP
 
well a new driver and now dom 3 seems to be playable (normally visible) again. I'm still focussing on dawn of war 2 to eb honest, but when the new patch is out I'll be modding I think.

Well I have a scientific article to work on
get a mortgage
buy a house
watch my son grow :D
start a new job later this year..

might slow me down a bit but after the patch I might start again

rdonj April 3rd, 2009 01:27 AM

Re: Dominions 3000 v0.76 - lets go MP
 
Actually the patch is out. 3.23b. It does sound like you're pretty busy though :)

Aezeal April 3rd, 2009 08:22 AM

Re: Dominions 3000 v0.76 - lets go MP
 
well have you added stuff already to the map then?
maybe mail me your latest version of it.. last one I had was pretty long ago

Aezeal April 3rd, 2009 09:05 AM

Re: Dominions 3000 v0.76 - lets go MP
 
actually I've just tried a replacement of all 640 and 641 terrain types but

#terrain 1 640 #batmap "empty" #skybox "./dominions 3000/Galaxy/spacebackground2.tga"

this isn't working (did it like he siad it shoudl work earlier in this thread)

Johan K April 3rd, 2009 11:20 AM

Re: Dominions 3000 v0.76 - lets go MP
 
Aezeal, did you remember to create a new game after adding the #batmap or #skybox commands. The map file is only read once and that is when when you create a new game.

Aezeal April 3rd, 2009 12:26 PM

Re: Dominions 3000 v0.76 - lets go MP
 
yeah it's all on new games, the map file now is in the file where I also have the mod.. I'll change it to the map part maybe. But it doesn't explain why batmap doesn't seem to work either. just #batmap "empty" should be it right? or something else? #batmap " " ?

Aezeal April 3rd, 2009 12:36 PM

Re: Dominions 3000 v0.76 - lets go MP
 
#terrain 3 641 #batmap "empty" #skybox "spacebackground2.tga" doesn't work either (with the .tga file in the map folder)

and the ground is still visible too

rdonj April 3rd, 2009 05:02 PM

Re: Dominions 3000 v0.76 - lets go MP
 
I haven't made any changes yet, I was under the assumption that I needed some more files in order to do it.


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