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Re: Vanilla Mods to Official Mods-The *OUML*
That's your problem, and none of my own.
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Re: Vanilla Mods to Official Mods-The *OUML*
I vote not to vote. Sorry http://forum.shrapnelgames.com/image...ies/tongue.gif
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Re: Vanilla Mods to Official Mods-The *OUML*
Getting mods used in MP is easy. Host a game and say "we will be using this mod".
Host calls the shots, and people are free to not join if they don't want the mod nation(s) in the game. I doubt there would be any difficulty in getting the game filled up. |
Re: Vanilla Mods to Official Mods-The *OUML*
I like the idea, just don't think it will gather a ton of steam.
Are we offering up mods we think should be included in every MP game, i.e. a change to "vanilla" play on a consistent basis? If so I propose adding "Worthy Heroes" If we are offering up mods we think are just well done and should be looked upon favorably, that's different and I think they should go onto some central voting site. For example, if I want to see what's available I would be able to see the top 10 rated mods and have a good idea that they'll be quality. I love the healing gods mod - gives all pretenders (even AI) recuperation. I think its great for SP, yet would be kind of crud for MP as the recup ability is a powerful deciding factor. (I'd still love to see it, just don't think its really fair http://forum.shrapnelgames.com/images/smilies/happy.gif I like the mytheology mod as well for SP, just haven't installed the newest version yet to see if its balanced. (last version had 1 or 2 small tweaks needed) I also use the light cavalry and militia mod as I agree the units are pretty weak, and the change is nice. Again, not sure for MP, although I do not think the changes are all that earth-shattering. I personally dislike a lot about the CB mod, yet I use the scales module consistently. Lots of folks like it, shrug. |
Re: Vanilla Mods to Official Mods-The *OUML*
What do you mean by the "light cavalry and militia" mod jutetrea? I haven't heard of that.
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Re: Vanilla Mods to Official Mods-The *OUML*
It's just to have people vote on which mods are "standards" and which nations are "well-balanced for vanilla". There's plenty of mods which aren't intended to be balanced for vanilla, but are really excellent efforts, like Amos's trilogy for instance.
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Re: Vanilla Mods to Official Mods-The *OUML*
1 Attachment(s)
hmm... milita mod makes them sacred, so they suck a bit less and free troops only cost half upkeep. Prevents recruiting unless a temple is built though. Worthwhile tradeoff in my mind.
Light cav i think ups their defense a bit and maybe gives them a light lance instead of a spear...not sure, still don't recruit them much http://forum.shrapnelgames.com/images/smilies/happy.gif I think I attached them, only 2 and 4 kb respectively let me know if it works |
Re: Vanilla Mods to Official Mods-The *OUML*
1 Attachment(s)
militia mod
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Re: Vanilla Mods to Official Mods-The *OUML*
I think that any mod that is added should also have a compelling story behind it as to how the nation formed, not something simple like "These tribes decided to join together and form a nation" something that really had some thought put into it, I personally think thats as important as it being balanced.
For instance, my mod out now, Tarent, is fairly well balanced, but it will never be a vanilla mod, it's not meant to be, the story doesn't fit with dominions,it a tribute to another game, so we should watch out for mods like that, I personally don't want any of them being considered vanilla. |
Re: Vanilla Mods to Official Mods-The *OUML*
What exactly does "considered vanilla" mean? Balanced against the standard nations? Fitting story-wise into the world of Dominions?
Those are separate issues, though like Juzza, I would not want to see a poorly written or anachronous nation in a MP game with the vanilla nations, no matter how well it was balanced. |
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