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-   -   Any mod suggestions for a returning player (http://forum.shrapnelgames.com/showthread.php?t=48182)

Gandalf Parker December 28th, 2011 10:47 PM

Re: Any mod suggestions for a returning player
 
I love Amos modded nations.
One of the scenarios I wanted to do was "trapped between Heaven and Hell" with his all angels mod at the top of the map, and his infernal mod at the bottom. With lots of extra castles and sites. Then set them to march on each other. All players would be placed in between and probably have to cooperate to survive

Soyweiser December 29th, 2011 12:43 AM

Re: Any mod suggestions for a returning player
 
http://z7.invisionfree.com/Dom3mods/...?showtopic=583 the somethingawful mods (those users are called goons, so goonmods) are also interesting.

The ninjadebugger ones are more is more mods GP would like.

Gandalf Parker December 29th, 2011 12:48 PM

Re: Any mod suggestions for a returning player
 
Actually Ive been in SA for a long time, and spend lots of time in their IRC where the development discussions of ND's mods usually occur. But yes they are interesting

Thilock_Dominus December 29th, 2011 02:35 PM

Re: Any mod suggestions for a returning player
 
For SP I'll recommend; Nosophoros - The Vampire Lords



[/shameless self-promotion]

JonBrave December 30th, 2011 05:37 PM

Re: Any mod suggestions for a returning player
 
Quote:

Originally Posted by Thilock_Dominus (Post 791587)
For SP I'll recommend; Nosophoros - The Vampire Lords



[/shameless self-promotion]

Looks very nice! Will consider for my next game.

OK, I just know I'm gonna regret this, but there you say:
Quote:

• 11 New Spells
Err, new spells? Can a mod really add new spells? If so, within what limitations?

Thilock_Dominus December 31st, 2011 02:35 AM

Re: Any mod suggestions for a returning player
 
Aye, you can add/mod spells.

If you download the mod manual, you can check out what can be change and added: http://download.shrapnelgames.com/do...ding_v327a.pdf
(page 22)

llamabeast December 31st, 2011 07:39 AM

Re: Any mod suggestions for a returning player
 
Conceptual Balance adds lots of new spells.

JonBrave December 31st, 2011 03:54 PM

Re: Any mod suggestions for a returning player
 
Well, thank you, I nad assumed spells were "hard-coded" and couldn't be added.

I had a brief peruse of the modding pdf. 2 pages for spell modding. The range of things tnat can be done from there doesn't seem to cover what can be done by the in-builts, e.g. there's just tables of how much cost & how much damage. Surely most/many in-builts are not "doable" from modding? [Edit: Or, perhaps, existing ones are doable, but you cannot introduce a brand new "effect"?]

P.S.
Happy New Year to all in this great community!

Thilock_Dominus December 31st, 2011 04:12 PM

Re: Any mod suggestions for a returning player
 
Quote:

Originally Posted by JonBrave (Post 791669)
Well, thank you, I nad assumed spells were "hard-coded" and couldn't be added.

I had a brief peruse of the modding pdf. 2 pages for spell modding. The range of things tnat can be done from there doesn't seem to cover what can be done by the in-builts, e.g. there's just tables of how much cost & how much damage. Surely most/many in-builts are not "doable" from modding? [Edit: Or, perhaps, existing ones are doable, but you cannot introduce a brand new "effect"?]

P.S.
Happy New Year to all in this great community!

You can only use the already existing effects'n'stuff and mix them or change them.
There's a community file that's a lot more extensive than the official modding file. (Can't remember where to download it).

General_Jah January 14th, 2012 04:03 AM

Re: Any mod suggestions for a returning player
 
Quote:

Originally Posted by Thilock_Dominus (Post 791587)
For SP I'll recommend; Nosophoros - The Vampire Lords



[/shameless self-promotion]

Hrm I will check it out. Also trying to boil down some of the suggestions. I dont' want to muddy the water too much while im trying to get back into dom3.


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