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Re: Dominions 3000 v0.76 - lets go MP
ARG I told you NOT to do new updates!! I'll put them in the dom3K .dm one last time and after that you'll have to save them up and send them to me or we need to discuss what needs to be changed in neoclidia before a new version.
edit: for clearity: there needed to be a :D somewhere up there.. but I do mean that now you can't update at your own leisure since it just won't be in the mod then :D |
Re: Dominions 3000 v0.76 - lets go MP
Outer dimensional being as a hero instead of the ghost? Hmm. I wasn't really complaining about the weapons, an ethereal ship is pretty cool. I was just wondering.
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Re: Dominions 3000 v0.76 - lets go MP
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Re: Dominions 3000 v0.76 - lets go MP
plz read my edit :D
anyway that last version is in now anyway :D |
Re: Dominions 3000 v0.76 - lets go MP
Also, I've got an idea for yet another nation-in-progress (someone else can steal it I guess though, if you want). Essentially, it's a nation of robots. Not really robots, though, I guess, more like a horde of bloodthirsty nanomachines. What I'm thinking of is a fairly unique nation.
They'll start off with one E gem from their capital. They can research a spell to create a unique "Factory" or somesuch that adds another 2-3 gems/turn. Of course, there'll be a few uniques along these lines, so they can end up with maybe 15/turn from these uniques alone. They'll likely also have a basic "Factory" unit somewhat high up, that provides on gem/turn. It won't be as strong as uniques, though--pile all the unique Factories in one place and you've got a practically unassailable fort. Their units will mostly be swarms. They'll have specialized swarms, mostly--one for assassinating, one "Assembler" or somesuch that can turn into turrets and a couple other things, one for chaff, one for melee combat, one for ranged, etc. They'll likely all have x3 damage vs smaller (or x2 vs larger) units. They'll have a whole slew of cool racial things, like not needing eyes and poison immunity. They'll recuperate, high strength, likely high protection (though somewhat low defense, it's not hard to hit a giant swarm of bugs or bug-analogues), these guys will be fairly nice. And, by late-game, they'll have spells to summon massive hordes of individual swarms, huge planet-eating swarms that make Cthulhu like like a redshirt, the works. They'll be limited only by the number of commanders they have. Which will be a limitation. You see, they'll be capital-only. Every single unit. Those other fortresses? Tear them down, whatever. You won't need them, probably. It's not like those indies will be useful. Or that you could recruit them, because you'll be losing population somewhat quickly. Did I mention that? They'll likely have a natural domkill, too, I'm thinking 2x R'lyeh's. Not to mention the factories will spread all sorts of nastiness. They'll likely have a powerful 350+ gold unit to recruit, too, so it's sort of a race against time. Not to mention time probably wins, due to their likely poor research skills (I don't plan on giving them any clear researchers; any really good researchers will be cut down). So there you have it. Start with low gem income and a gold economy, move to high gem income and gem economy. It's like LA Ermor, if they started with a hangover and later got steroids, if those steroids were on steroids that were actually vicious nanorobots bent on the painful death of anything that could loosely be considered living. What does everyone think? Other then that I'm rambling, incoherent, and insane (I blame that on the time I'm posting this)? Oh, and, uhh, wall of text above. |
Re: Dominions 3000 v0.76 - lets go MP
hmmm the idea is nice.. balancing it might not be so nice though..
graphs seem pretty easy.. just a lot of pixels in a greyish color Pirians will probably be a better bet to start on a fire-ish nation could fit better for now (the niche isn't filled yet) I myself have (aside from Machaka) still that Jedi idea in my head. Sacred padawan recruits, Jedi knight leaders (sacred) Jedi master summons (sacred) Jedi Supreme master summons (sacred) Droid troopers (NNE and inanimate) Droideka trooper (NNE and inanimate) Stormtroopers Bountyhunter as scout/assassin (weakish assassin for dom3K though) X-wing medium starfigher (recruit) A-wing weak starfighter as 2nd form for stormtroopers) B-wing strong starfighter or bomber (summon) Y-wing Bomber (summon) Vulture droid fighter (summons?) Jedi's in space would be in A-wings too but would remain sacred and the leaders able to buff. Summonable Jedi's in stronger ships (might not be that usefull) All jedi will be H1/N1 (or S1 but that give vulnerability for duels etc) the Jedi power spells will be either H1/N1 (holy spell which you start with) or N1/H1 (which will be somewhere researchable. next to that I'd need some sort of real magician (I'm thinking doing it ulmish style so engineers) I'm thinking EDNF as paths If I put Sith in (summons maybe) that would work as Jedi's but with H/D.. which probably won't add much to the nation. sprites are the problem as usual.. I'd like to test work on those force powers :D Ow In 0.8 there will be added - Shiar - Neoclidia - an ulmish turret (sprite + att sprite) + (spaceform sprite + att sprite) as summon and did some spriting ** WARNING polished is somewhat subjective **** - New sprites for Orc spacecraft (+ attspr) - new sprites for Ulm cap and dreadnaught (both HUGE) + Att - att sprite for kraken and ancient kraken (different solutions) - polished the ulmish transport sprite, pirate sprite, ulmish fighter sprite - polished wyrmling sprite & bonebiter sprite - att sprite for ghostdragon - att sprite for tank and orc tank (with nice backwards movement on blast) Changed some of the many typo's which I accidentaly saw... didn't check it that much though removed Amos line about death scales from the insects. |
Re: Dominions 3000 v0.76 - lets go MP
ow the orc shooter in space sprite now has the same attack stuff in an attack sprite as the one not in space (I'm pretty proud on that blood and the nozzle, hoped you all liked is as much as me :D)
Made an attack sprite for the orc brute too. |
Re: Dominions 3000 v0.76 - lets go MP
Orc chopper and orcchopper space now have att sprites
and the rager and rager space also (and a different, more raging solution for it for them.) |
Re: Dominions 3000 v0.76 - lets go MP
4 Attachment(s)
Due to lack of sprites (as usual) I had to drop the jedi nation idea, I found a lot of good sprites but humans where 50 pix large which is just to much.
Anyway I couldn't stop my self from getting a Jedi :D I've made just one, an all in one Jedi-knight :D I think I'll make him a summon too btw :D he's the master of self buffs, but not a real good mage, all spells I wanted to make jedi spells he can cast :D A1 for airshield (jedi deflect), aim (jedi force correction of the bullets or just the focus you have (think luke's shooting etc), or if you want to go darkside (this is a side effect and not intended as such) resist lightning and chargebody. S1 for Twistfate, personal luck and Body ethereal (all something like jedi's not being hit easily) W1 for quicken self and of course the most thematic jedi power of summon water elemental Ow and lets not forget selfblessing for all blessings you deem him worthy of. #newmonster 2731 #name "Jedi Knight" #forestsurvival #spr1 "./dominions 3000/2731_Jedi_Knight_1.tga" #spr2 "./dominions 3000/2731_Jedi_Knight_2.tga" #descr "Jedi's are the keepers of peace in the galaxy, they are masters of the lightsabre." #hp 15 #size 2 #prot 0 #mor 15 #mr 14 #enc 2 #str 12 #att 17 #def 17 #prec 14 #mapmove 2 #ap 16 #weapon 757 #armor 349 #magicskill 1 1 #magicskill 8 1 #magicskill 4 1 #magicskill 2 1 #holy #maxage 150 #goodleader #gcost 175 #rcost 5 #forestshape 2732 #end #newmonster 2732 #name "Jedi Knight" #forestsurvival #spr1 "./dominions 3000/2732_Jedi_Knight_1.tga" #spr2 "./dominions 3000/2732_Jedi_Knight_2.tga" #descr "Jedi's are the keepers of peace in the galaxy, they are masters of the lightsabre." #hp 20 #size 4 #prot 16 #mor 15 #mr 14 #enc 2 #str 12 #att 17 #def 17 #prec 14 #mapmove 2 #ap 16 #weapon 717 #weapon 717 #weapon 719 #weapon 719 #inanimate #magicskill 1 1 #magicskill 8 1 #magicskill 6 1 #holy #flying #maxage 150 #goodleader #gcost 175 #rcost 5 #plainshape 2731 #end |
Re: Dominions 3000 v0.76 - lets go MP
#newspell
#name "Contact Jedi Counsil" #descr "You contact the Jedi Counsil and beg them for help on your noble cause the bring peace and stability to the galaxy. A Jedi Knight is send to do your bidding. May the Force be with you." #school 0 #researchlevel 5 #path 0 4 #pathlevel 0 3 #effect 10021 #fatiguecost 500 #damage 2731 #nreff 1 #end economical as I am with sprites I've naturally not wasted the X-wing sprite on just that rare jedi. I've made it a summon for all nations relatively high on the research tree so ulm gets their own summons first. |
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