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-   -   Mod: Reign of the Vampiri (http://forum.shrapnelgames.com/showthread.php?t=32169)

Sombre December 29th, 2008 09:58 PM

Re: Reign of the Vampiri
 
Quote:

Originally Posted by Gandalf Parker (Post 662679)
Too powerful? When we have experts that feel they can beat anything?

I'm guessing they aren't referring to their power as a SP AI opponent.

Gandalf Parker December 30th, 2008 12:01 AM

Re: Reign of the Vampiri
 
Yeah I figured that.
Doesnt mean that cranking them up as "too powerful for balanced play" wont turn them into better AI opponents.

OR we could always ask one of the IRC people to play the nation as a better AI.

Amos December 30th, 2008 04:45 AM

Re: Reign of the Vampiri
 
I can turn a unit into a "true" immortal with only two commands that have nothing to do with immortality. But what would be the point? An unbeatable unit is no fun.

P.S. I'm working on a new mod now where all of the commanders are unique - which makes them kind of immortal.

Loren December 30th, 2008 09:18 PM

Re: Reign of the Vampiri
 
Quote:

Originally Posted by Amos (Post 662745)
I can turn a unit into a "true" immortal with only two commands that have nothing to do with immortality. But what would be the point? An unbeatable unit is no fun.

P.S. I'm working on a new mod now where all of the commanders are unique - which makes them kind of immortal.

Actually, I could see a scenario type situation where fighting a race of totally immortal (in the Dominions sense--if you die you reappear in the capital) units.

Final victory would only be by dominion kill. The struggle would be to push your dominion on them.

Aezeal December 31st, 2008 02:32 PM

Re: Reign of the Vampiri
 
Hey Gandalf, about that idea you have...

Is it possible to enter a NEW nation during MP and give it troops?

I'd love to have a pre set (and known by all players) special province on a dom 3 (K) map which they can just conquer and get an above average income (high pop) and gems (say 6) income from but where a very very strong race could spawn which would then be a focus for all players to destroy (I'd put it in the middle of the map and all players somewhat around it)

I don't think it can be done but if there are idea's I'd love it.

All map commands won't work I guess so placing them that way won't work (since if I got it correct the map is read at start of the game and then forgotten)
And I don't know a way to enter new nations through mod commands.

Gandalf Parker December 31st, 2008 02:58 PM

Re: Reign of the Vampiri
 
To avoid hijacking this thread I will answer a short "Yes"
then answer further in one of my threads.
http://forum.shrapnelgames.com/showt...175#post655175

EDIT: sorry I switched to this one which might be more appropriate
http://forum.shrapnelgames.com/showt...939#post613939

Sombre December 31st, 2008 09:59 PM

Re: Reign of the Vampiri
 
Quote:

Originally Posted by Gandalf Parker (Post 662718)
OR we could always ask one of the IRC people to play the nation as a better AI.

What does that even mean? You've never been in the irc channel so what would you even know about "irc people"? :re:

Gandalf Parker January 1st, 2009 12:04 AM

Re: Reign of the Vampiri
 
Of course I have. And I know that some of the most expert players hang out there. Im thinking some might feel that a higher level game would be available to them if they play the "Sauron" to the entire massed armies of "Middle Earth", so to speak. One expert vs all comers?

Or better yet maybe the entire IRC channel could share the planning and strategy in-channel as a channel project. Anything that might make an alliance of players more than just an option. Make it a necessity.

It was just a suggestion.

lch January 1st, 2009 09:52 AM

Re: Reign of the Vampiri
 
Quote:

Originally Posted by Gandalf Parker (Post 663082)
Or better yet maybe the entire IRC channel could share the planning and strategy in-channel as a channel project. Anything that might make an alliance of players more than just an option. Make it a necessity.

It was just a suggestion.

I know that the IRC channel seems to be a pet peeve of yours for some reason, but honestly trying to get it to make a combined effort for doing something is highly improbable. Metaphorically speaking, it's like raising a litter of kittens, at best. The idea that there's some body that can be motivated to act together apart from independent actions is pretty alien to reality. I think that not long ago you wrote that the IRC channel suffers from lack of activity and "zombies", too, so it's surprising that said zombies should suddenly develop high activity for something?

Trying to get "the IRC people" to do something, just by coming up with some random idea and then telling the monkey to carry through with it seems a little feeble, too. To throw the ball back, "they" might ask you to carry through with your random proposals and see through that they are viable and being realized yourself... ;) like Sombre occasionally tends to do for the usual suspects that post their brainfarts here and then leave it up to others to pick up the pieces and actually do something with them.

:cheers:

Aezeal January 1st, 2009 12:51 PM

Re: Reign of the Vampiri
 
lets get back to the vampires and if this needs to be continued do it in Gandalfs thread.

I'm trying to find an excuse for vampires in space.. but it's hard (space helmets would be terribly annoying for biting someone in the neck.. both for the vampire as the attackee) .. so I'm dropping it... for now

lch January 1st, 2009 01:02 PM

Re: Reign of the Vampiri
 
Quote:

Originally Posted by Aezeal (Post 663139)
lets get back to the vampires and if this needs to be continued do it in Gandalfs thread.

I'm trying to find an excuse for vampires in space..

"Let's get back to this thread and talk about my own Dom3k mod some more", yeah, got it. :p

einenarre January 6th, 2009 03:38 PM

Re: Reign of the Vampiri
 
I get the error "name2spell: no such spell!" when I try to start a game with this mod active.

Amos January 7th, 2009 03:50 AM

Re: Reign of the Vampiri
 
All of the spells in the mod were tested and tested again. Are you sure thats the only mod you are starting with?

I'll test the spells again of course in case a mistake was made while updating.

PsiSoldier April 11th, 2009 08:46 AM

Re: Reign of the Vampiri
 
Quote:

Originally Posted by rdonj (Post 662633)

The immortals in llamabeast's tomb kings aren't bad either. They're sacred medium infantry, possibly heavy infantry equivalent for the age, but it takes a lot of work, gold and gems to make very many of them and just building them is not a winning strategy. I should know because llamabeast is proving it to me right now in the warhammerama game :)

Yeah I have tried llamabeasts tomb kings and I thought it was pretty cool and I really didnt find the immortality to be that overpowering. I didnt play a full game with it though, just enough to get a feel for it.

PsiSoldier April 11th, 2009 09:09 AM

Re: Reign of the Vampiri
 
Quote:

Originally Posted by Amos (Post 662575)
The idea for the mod was to make more "realistic" vampires. Only the most powerful vampires in literature and movies are actually immortal. I removed immortality and replaced it with very high def and regen.
By "fixing the descriptions" I meant that I removed mentioning of immortality, which I forgot to do before.

I could go for that, but I think your mod should have at least one recruitable immortal vampire, just tweak the cost for him or maybe lower some of his stats. In the end people would likely switch to blood hunting and summoning immortals anyways assuming you haven't altered the standards summon spells, but it would be nice to be able to recruit some immortals in the beginning, just consider them to be your "most powerful vampires in literature and movies". And they could also be capital only too which would help with balance some too.

Also I guess I need to take another look at this mod again anyways because I dont think I ever tried any of your national spells which I need to give a shot. Plus from what I read in one of the replies to my earlier post it was appearantly not really the mods fault that my capital was attacked by a vampire count on the 3rd turn. Although I must say the only time I have ever been attacked by a vampire count was in this Mod and the only other time I have seen one attack someone was when one attacked LA Ulm in Procyon and Ulm also has a bit of a thing for vampires Maybe thats just coincidence though,I dunno.

rdonj April 11th, 2009 09:17 AM

Re: Reign of the Vampiri
 
I had ~100 immortals at the end of the game when I lost, llama kept spamming rain of stones at them and they just weren't quite durable enough to take the hammering even with a strong astral/water bless. So he drove me back to my capitol and they were finally destroyed. Losing that many mage turns to summon them really does limit their overall effectiveness. Llama was just so far ahead of me magically speaking I had no good counters in the end.

llamabeast April 11th, 2009 09:36 AM

Re: Reign of the Vampiri
 
Yeah, they scared me sufficiently that I avoided fair fights with you while crushing your dominion. So I guess they were pretty effective (in fair fights I would have been in real trouble) but not uncounterable, which I think is good. :)

Amos April 17th, 2009 05:57 PM

Re: Reign of the Vampiri
 
PsiSoldier all heroes are immortal.


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