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Re: Black Tome
Those are maps, actually, and yes, few exist. I'm not sure if anyone has a 3.10 version not including workarounds (I use a mod to simplify my own use, but would have to provide the mods or it wouldn't work).
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Re: Black Tome
So is there any easy way I can look at all of the units and their stats for DOM3?
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Re: Black Tome
Quote:
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Re: Black Tome
Thanks, I found the map posted by PDF. When I view the units I notice the devils that were listed in Edi's stat fix list as being wrong do have their magic power. Why is that?
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Re: Black Tome
Ok, my hard drive is deepfried, so I won't be able to update my mod for some time, so it might as well be added to the mod list, and I'll work on it as soon as I'm able to-which probably won't be for atleast a year or 2, because my computer is so old that I need to buy a whole new one.
So if you want to, go ahead and list F'thaqqua, since it's as complete as it's going to be for quite some time. |
Alugra
http://www.shrapnelcommunity.com/thr...o=&fpart=1
Early age nation mod Name: Alugra, City of Wonders Author: Burnsaber Descr: A nation of magically altered humans with superhuman abilities. Recruitable mages arenīt really powerful, but this can be offset by using a cheap national Gift of Reason on your recruitable superhuman troops, who have magical picks and other abilities only useable by commanders. Magic is very diverse, but mages with high skill in single path are rare. Will be (eventually) balanced to vanilla. |
Re: Alugra
I've just updated the Mod List, but I'm probably missing some stuff. The volume of mods has become almost overwhelming now, I must say. I will probably add a few more I missed to it tonight.
Anyway, I've been thinking recently about mod ratings. There was a thread about this before and it seemed some people were quite strongly anti such a grading or ranking system. http://www.shrapnelcommunity.com/thr...art=1&vc=1 However with such a huge quantity of mod nations in particular, I feel like people could do with some kind of guide to which are the best on offer and which might not be worth their time. I think we can all agree that mods vary in quality. On the other hand, this is a mod list and I believe it should remain objective and factual. I try to keep my own opinions out of it as much as possible. With all this said, I am going to make a mod review thread, where people can freely express their opinions on various mods and present their favourites. If people don't use this thread, it's a sign that ratings and rankings are not the way to go. If they do, then that's gravy. I am also going to make a modder profile section in the mod list, introducing some of the people that inhabit this subforum :] |
Re: Alugra
I would appreciate it if you added the Better Independents mod to the "Other" section. It can be easily found through the link in my sig, but having it listed would be nice. Some people obviously liked it and it has seen some use. Now that it also comes in a 3-in-1 package that allows choice of which one to use, it's about as good as it's going to be.
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Re: Alugra
Cool I'll stick it in there now. I just managed to miss it the last couple of times I updated, nothing intentional :]
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Re: Alugra
Thank you for updating the list Sombre. This list makes it easy for me to find the mods when I need to update them.
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Re: Alugra
It'll be even easier when I add the modder profiles, because a list of your nations with links will be right under your name.
I might do your one right now actually, since you are the most prolific modder here. |
Re: Alugra
Added Amos' modder profile to the end of the mod list. I will add more in further updates.
Let me know if this is a useful/desirable feature in the list, or if you have any other suggested additions to the list. And of course let me know if I've missed listing a mod. I'm sure I've missed a bunch, but it's hard to spot them sometimes. |
Re: Alugra
Tnx. You forgot to add MA Fallen Empire, Chaos Wars to the profile.
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Re: Alugra
Please add my Debug mod to the list. I do think it provides value to new players.
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spell mods
Please add my spell mods to the list:
self_spells.dm: Adds caster-only versions of Blessing, Body Ethereal, Flight, and Sermon of Courage, so your SC does not miss himself. tomlos_gem.dm: Makes Legions of Steel fatigue 100 (needs a gem). Makes Touch of Madness fatigue 100 (needs a gem). http://www.shrapnelcommunity.com/thr...;Number=566506 |
Re: spell mods
I've just updated the list with a bunch of stuff including a modder profile for DrPraetorious, a link to the mod nation playing guides and a new section called "Modding Resources" which I will slowly fill with links to stuff of use to modders.
Let me know if I'm missing anything / you love me. Har. |
Re: spell mods
Organized unit sprites for 3.10
VERY important for all modders. Please add that. ALL units in the game, BOTH sprites, perfectly handled... just add your own changes. I also wrote a Gimp tutorial back in April. If you think it'd be useful, feel free to add that. Also, I love you. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: spell mods
New nation mod - "Travelers"
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Re: spell mods
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Re: spell mods
New nation mod - Hellgate
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Beowulf -updated 3.17 [URL]http://www.mediafire.co
http://www.mediafire.com/?z1d4zsim9nx
Beowulf is a mod that gives MA Man a hero to start the game, Beowulf. In this most recent version, some other changes were made to make playing MA Man more enjoyable: 1. Crones-Their Old Age was reduced markedly. 2. A capital only commander, the Sacred Knight of Avalon, was added. Knights of Avalon get a map move of 3 and forest survival, but no commander of Man gets a map move of 3 and forest survival. An oversight? 3. Tower Guard-the description of the tower guard calls them the elite fighting force of man. They are slightly beefed up but cost more gold and resources as well. However, since the Tower Guard appears in the pd above 20, the boost to the Tower Guard is a de facto boost to the above 20 pd of Man. |
Dom3Bak 0.90 Turn Autobackup Tool
Dom3Bak Forum Post
This is an auto-backup tool for Dominions games. You can restore and delete the backups from the tool interface. |
Re: The Mod List (updated 24th feb)
Due to the forum change and the character limits per post introduced with it, this thread has become unmanageable in its current form. It will be unstickied and used as a discussion thread for a new Mod list thread. Expect the new thread to be built in the next few days.
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Re: The Mod List (updated 24th feb)
New mod list is up.
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Re: The Mod List (updated 24th feb)
Added Xietor's Kingdom of Avalon to the new Mod List in the Replacement Nations section.
If you have made and posted a mod that is not listed in the mod list yet and you want it there, sing out in this thread and I or one of the other moderators will add it there. |
Re: The Mod List (updated 24th feb)
Could you please add my Hellgate mod.
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Re: The Mod List (updated 24th feb)
Added, though the description is a little sparse, as I haven't looked at it. :)
It might be a good idea if people who want their mods posted wrote a short blurb about them and gave the full name (as in "Nation, Epithet"). |
Re: The Mod List (updated 24th feb)
Generally I took the description right out of the .dm file. Sometimes that wasn't practical, but most of the time it worked out ok. It would be helpful if people formatted their mods so they could be pasted straight in though, reducing the work of the list maker.
I'm really happy the mod list was brought onto this forum and is still being used! |
Re: The Mod List (updated 24th feb)
Edi - can you remove the link to the 'CBM versions of some nations' in the mod list?
I'd also appreciate it if you could remove all the "NOW AVAILABLE IN CBM FLAVOUR" bits I stuck on some mods. I have abandoned that project and I'll be doing something else instead. |
Re: The Mod List (updated 24th feb)
Done.
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