![]() |
Re: Which Mod Nations are Ready for Prime Time?
Quote:
Anyone played Alugra in MP before? As far as why I'm not looking for nations derived from other materials... I suppose it's just a personal preference. I like truly unique things. It's the same reason I don't read fan fiction or care for fan drawn art. I'm sure the modded nations are well done - but they don't really hold that much appeal to me. I'd be willing to host an MP test game of truly *unique* modded nations... |
Re: Which Mod Nations are Ready for Prime Time?
Arga Dis is arguably derivative of 300/Arcoscephale.
|
Re: Which Mod Nations are Ready for Prime Time?
Arga Dis is *greek*. It has very little resemblance (other than in sensibility) to 300.
Assuming that Velusion and I share similar standards - a new, German-themed nation named, say, Teutanion, would not be derivative of Ulm. "Ulm Reborn" is derivative of Ulm http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Which Mod Nations are Ready for Prime Time?
Depraved inbred Augurs, red and gold / blood and bronze colour theme, special hoplite shields and shield bashing.
There's a fair bit of 300 in there. |
Re: Which Mod Nations are Ready for Prime Time?
How bout the MA holburgs? Underpowered true, but not derivitive and well play tested.
|
Re: Which Mod Nations are Ready for Prime Time?
I must admit I really don't get this derivative business. I mean, by that measure you shouldn't play R'lyeh (Lovecraft derivative). Or stretching it a bit further you shouldn't play anyone (Arco is just greeks). I mean, Ulm Reborn probably adds as much to the concept of Ulm as Arco does to Greeks.
|
Re: Which Mod Nations are Ready for Prime Time?
Quote:
And I agree with DrP... re-imagining ancient historical cultures/nations with magic fantastical themes can still produce very original mods(depending on how it is done) - but I would rather not play a "version" (however cool) of an already existing dom3 nation. The Tombkings mod was very well done as well. Since it is quite different than the fantasy world is it derived from have you (llama) ever thought of completely separating it and making it almost wholly original? The way you talked it doesn't sound like it would be that hard... |
Re: Which Mod Nations are Ready for Prime Time?
Quote:
|
Re: Which Mod Nations are Ready for Prime Time?
I think that was the consensus, yes. It was certainly my conclusion.
You can tell they're underpowered just by looking at the magic, actually. Mid-era nations generally have pretty robust (cheap and/or diverse and/or just plain powerful, often two or more of those) magic, and the MA Hoburgs have weak magic and unimpressive (although not terrible) military units. |
Re: Which Mod Nations are Ready for Prime Time?
Quote:
But, about Alugra. I think that it's close to being balanced, but it needs testing. It has quite odd gameplay and perhaps numerical balance analysis might not work. I did play a small duel with Folket, but unfortunatley it had to be ended premately and didn't provide much data. If you want my honest opinion, you shouldn't include it in the game since there is a chance that it's too overpowered and spoil the fun a bit. It would be really awesome if someone would be intrested enough to do a couple of quick games with Alugra and reporting to me (or tweak the mod themselves, I really don't mind). Then I could tweak the mod during my next vacation. Don't know if you'd personally like it thought, Velusion. It has a lot of references to super-hero mythoes (althought they came after I had done the main concept). |
All times are GMT -4. The time now is 06:37 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.