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-   -   Mod: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map commands) (http://forum.shrapnelgames.com/showthread.php?t=39996)

Aezeal October 3rd, 2008 01:23 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Well it's dragons and did I say there wasn't a nation like it?

But Dragons against spaceships might be fun :D hating the new technology that makes the lesser races able to invade their territory (space) and fight with them more evenly.

I'm going to try to tell the "story" that quite some dragons are born, lots of them dieing early in live while still small (which are the basic troops) and having no intelligence (not mindless though) then while growing up they evolve into different sorts of dragons (I'm choosing to make all dragons of 1 race and not different races in one nation) the elder they are the more intelligent, more abilities etc. No sacreds amongst recruitables (why would "kids" be holy)
varied magic but probabaly not to much combined in the recruitables and not higher than level 3 in recruitables.

quite some summons of elder dragons, highly evolved, specialized, higher magic power etc etc etc

I'm thinking it will play as a nation of giants (even the smaller troops have higher hp and strengt and thus cost) with the commanders being more powerfull and thugish but less time slots (a major weakness I'd say) and no sacreds troops to get a bless on. (in this regard weaker than say Niefelheim (though I'll balance them primarily for dom 3000 in the first place so maybe I'd need to change some AP attacks to normal attacks to get a decent dom 3 nation) but with GOOD powerfull summons which won't really need the hand slots to be better thugs than niefeljarls (well maybe that is going a bit far... but I'll try to make the highest level summons REALLY powerfull)

I fear this setup will mean there will be a small number of commanders and troops recruitable, (always a weakness in most of my nations since ussually can give a nation what I think it needs with 5-6 recruits and 4-5 commanders. as Niefelheim I'm only recruiting Niefels and mages so the rest of the nation is a bit of a waste for me :D)

I hope this nation will be liked :D

Aezeal October 8th, 2008 07:39 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
hmmm the nation might even be underpowered.. it doesn't seem easy to play early age.. I've 20 or 21 dragons ready so now I only need to create 1-2 pretenders and they are nearly ready

Darkwind November 2nd, 2008 12:22 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
1 Attachment(s)
I've pretty much finished Neoclidia. Seven Old Ones of various types, two heroes, one multihero and so many new spells (most of which are unique) I can't bother to count them. I stayed up all night to do this, too, after months of procrastination. Both the .txt and .dm attached; all the poor Neoclidians need now is some sprites and some balancing.

I particularly like the flavor text for the Great Old Ones and such. Though I guess it's hard to go wrong with alien beings of unimaginable power and no regard for morality at all. What does everyone else think?

Also, bump. It's been a while and it seems this thread has fallen into disrepair. What happened? While my questions never end, even after so long?! :)

Must sleep now. Bye.

Aezeal November 2nd, 2008 07:05 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
hmm I'm having a lil less time (which is why I didn't reply to this last message in here sooner :D, but thanks for the PM anyway) and I'm optimizing the dragons nation which is intended for use in this mod too as a stand alone nation for the regular game to hopefully get some more replies too it (which seems to have worked) I'm posting a new version of it now as it happens. Once that one is sort of balanced I'll put that in this mod too, hopefully saving me tons of worry about the balance of them in this mod. Once your nation is ready I'll be sure to make an update ASAP though or if someone (you :D) could set up a MP game for it then I'd add them too.

If you have questions: just ask them and I'll answer (usually the same day but some days like the last 2-3 I'm not much on the comp :D)

How do we get sprites for you nation though.. that is a harder problem... I've got no idea of what they should look like and I'm more used to taking pictures and only fitting them as a sprite so I can't really do it myself..

EDIT: WOW lots of work on the mod.. we really need graphs for this!!!

Darkwind November 2nd, 2008 09:10 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
I haven't exactly been keeping up with the mod, and I don't have much time right now, so initial impressions:

Ulm:
-Evoc 7 (with no national spells elsewhere in the line) for a 45-gem spell that creates 15 units? By then, you'd probably want more space fighters for the war in space than fifteen ground fighters you could just recruit.

R'lyeh:
-Have you modified the Void Gate units? You'd think they would be changed after so much time and when force to fight on a galactic scale. Forcefield-shielded Vastnesses with mind-enhancing 'helmets', anyone? :angel
-R'lyeh has no summonable ships. This makes puppies cry.
-Most of its national spells are high-end, though I guess that's not really too bad if that was what you were aiming for. Just saying.
-There seems to be some overlap between R'lyeh and Neoclidia. Namely, Illithids are immensely powerful beings who plan on conquering the universe; Old Ones are unimaginably powerful beings that plan on conquering the universe again. The only difference seems to be that the Old Ones can rip you a new one physically as well as mentally, instead of having to rely on slaves.

Jomon:
-The Defender has an incomplete description.
-The fifth unit has no name. This is bad.
-A recruitable ethereal assassin with great stats and a 15-damage AN long-range weapon? Sounds like a walking deathbot for land forces.
-Puppies are still crying, although since Jomon has no ships anyways I guess they're just sniffling.
-Only one, really high-end national spell? That amounts two two weak oni, the Dai Oni, and Oni Dragons. I'm fairly sure Oni Dragons can pretty much only be summoned by your pretender, too. Although if they're as powerful as people say they are, that's not too much of a handicap.

Orks:
-No use for that earth magic?
-Ork Aspiring Heroes can immediately become Ork Heroes. Is there any drawback to this?

Insectoids:
-Are you sure giving the Primordia Regina earth magic (ie, easy access to powerful generic ships due to likely high E magic from crappy scales) was a good idea?

Commonwealth:
-The pretender has Astral and the site gives Astral pearls, but AFAIK the only use are a few high-end astral/w spells. Maybe reduce the Astral income in favor of Water income?

Also, on turn 2 all of Ulm's units disappeared. I don't know why. The mod seems a lot better than the last version I picked up, though all the vanilla spells still seem to be here, likely due to lack of anything to replace them with.

Finally, I'll come back to you with more well-based idea and opinions later; this was a quick look. Sadly, many puppies cried during the making of this post.

Aezeal November 2nd, 2008 11:13 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
removing vanilla spells isn't really much of an option, most aren't that strange for dom 3K though.. items would be a bigger problem for "immersion"

Darkwind November 3rd, 2008 05:18 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
How is it not much of an option? Wouldn't
Code:

#selectspell "spellname"
#clear
#end

remove the spell (or at least render it useless)? The only thing this doesn't work on I think is globals, of which there aren't many. The only problem I see is that it would take a while to go through all of the spells and remove them.

Also, I'm playing through as the orcs. Expect to see some commentary soon.

At first look, they seem interesting; I think something might be bugged though since none of the units seem to be getting increased paths when I upgrade them. It might be because I upgrade them immediately though.

Aezeal November 3rd, 2008 07:21 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
no the idea is it makes cheaper recruit cost but later higher upkeep cost.. it also symbolizes the orcs following charismatic leaders that evolved from the ranks.. there is no penalty or bonus not to do it right away (you generally shoudl just do it right away) There should be improved stats, mages should get more magic, the leader more leadership etc.. not very much they start as minimal commanders and they just become about average commanders you'd normally recruit) BUT THEN THEY ALSO START ATTRACTING TROOPS which is the point

I think just clearing vanilla spells isn't very elegant.. AI would probably still cast the spells. And as I said.. most spells aren't very much a problem to have in the game. Summons are a bit of a problem, for best effect you'd probably best redo them all... but that is not for now IMHO

Darkwind November 3rd, 2008 07:43 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Quote:

Originally Posted by Aezeal (Post 650172)
no the idea is it makes cheaper recruit cost but later higher upkeep cost.. it also symbolizes the orcs following charismatic leaders that evolved from the ranks.. there is no penalty or bonus not to do it right away (you generally shoudl just do it right away) There should be improved stats, mages should get more magic, the leader more leadership etc.. not very much they start as minimal commanders and they just become about average commanders you'd normally recruit) BUT THEN THEY ALSO START ATTRACTING TROOPS which is the point

I'm getting the better stats, the better leadership, just not the better magic. I'm not sure why; I'm fairly sure Amos did it in the Insectoid mod and that worked. Though, looking at it, Amos used a negative #magicboost to give the Females less magic than the Queens, but with the same base magic(so after changing, the negative #magicboost would be removed and they'd get their full magical potential). Looking at the Crafter/Tinkerer, I see you did not do that, instead specifying the paths that they'd start with and not their maximum levels. So that's cleared up, I guess.

Quote:

I think just clearing vanilla spells isn't very elegant.. AI would probably still cast the spells. And as I said.. most spells aren't very much a problem to have in the game. Summons are a bit of a problem, for best effect you'd probably best redo them all... but that is not for now IMHO
I can see your reasoning.

Edit: Also, someone else reply to this thread! I don't want it devolving into just me and Aezeal posting!

rdonj November 3rd, 2008 10:29 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
I'm still taking a break from back when it was me and aezeal going back and forth for pages. At some point I'll test again and have feedback but for the moment I'm happy to see other people's opinions about it than my own.

Aezeal November 3rd, 2008 11:04 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
hey Rdonj did you see that too? the orc leaders not evolving into mages? I thaught that was workign pretty well.

Endoperez November 4th, 2008 04:52 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Quote:

Originally Posted by Darkwind (Post 650148)
How is it not much of an option? Wouldn't
Code:

#selectspell "spellname"
#clear
#end

remove the spell (or at least render it useless)? The only thing this doesn't work on I think is globals, of which there aren't many. The only problem I see is that it would take a while to go through all of the spells and remove them.


There's a command for removing spells. I think it was #researchleven -1. There are those mods Kristoffer made that disable all spells above level 4, and those would be a good starting place if you wanted to.

Bigger problem is having enough spells to keep research meaningful and to still have stuff for mages to do.

Aezeal November 4th, 2008 08:45 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
yes you are right of course.. but I really do think most spells are still usable for this mod.. mages are not removed and they work the same.

would be good to remove some summons maybe.. but still a thing for later.

PS endo could I entice you to play the mod and give feedback?

rdonj November 4th, 2008 11:16 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Ork Prentices don't seem to have magic for me, and tinkers keep the 1e they start with.

Aezeal November 4th, 2008 04:49 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
let me look now

hmmm I was pretty sure this worked before... but I'll be the first to admit it doesn't now... maybe it never did but that would be somewhat strange, the race wouldn't really have been playable and I didn't get that much complaints.

I guess I'll solve it like amos did.. doesn't change anything from what it should be.

I've also added the dragons from the other mod again (which where "optimized" there)

I'm going to read back a bit and then if there where no other to do things (I think I already did everything) I'll post a new version.

Aezeal November 4th, 2008 05:17 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
hmmm the random magic doesn't work either... will need to think something for that too
'
Since this thread is getting some reactions I'll wait 1-2 days to get more needed changes before I put out the next version with the dragons and with the adjusted orc mages.

HoneyBadger November 5th, 2008 01:31 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
You guys are doing a great job keeping this alive-especially you Aezeal. I'm surprised and pleased to see so much getting accomplished, and I just want to commend you. I can't test it out at the moment, but I'm very much looking forward to doing so, sometime in the future.

Keep up the good work!

Aezeal November 5th, 2008 03:34 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
You where gonna work on your nation for dom 3 K next right?

HoneyBadger November 5th, 2008 03:59 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Yep, and things are progressing. The graphics are a huge challenge, but it's a lot of fun to work on non-human units. Right now I'm studying Ammonite fossils, so that I can do the fossilized ammonite unit. I haven't decided whether I want to adapt an existing sprite, or create one from scratch.

The Squicks will be based on the Mi-Go, by the way, and I know pretty much how I want them to look like, so they may end up getting done all together, one morning when I'm feeling active.

I've got enough Nations right now that it's preventing me from getting very burned out on any one idea, which, although there's a huge amount to do, actually keeps me progressing faster, overall, so if you notice me giving more attention to another Nation at a particular time, don't worry that it means I'm not working on Aboleths, I'm just doing everything as an overarching project, rather than concentrating on any one thing at any given time--but my focus is definitely concentrated on Aboleths.

You should probably expect atleast one new graphic for the Nation every week, that's what I'm aiming for, but-believe it or not-I'm a really low energy person, especially this time of year, so I have to kind of work around my physical and mental/emotional limitations.

Darkwind November 5th, 2008 04:47 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
More bugs--it's "Enslave Mind", not "Enslave Minds". Also, "Life Drain" doesn't seem to show up on the Elder Brain, so I guess that's not a weapon too. The Elder Brains are showing up with no attack, which is bad.

Aezeal November 5th, 2008 06:14 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
I'll look into that, they are mostly used as researchers and casters anyway I'd guess so not that much of a problem I hope :D

Darkwind November 5th, 2008 07:54 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Well, two Enslave Minds is really good, and an essentially defenseless unit isn't. Without their attacks, I doubt the Brains deserve 500 gold, since a fairly high Astral power doesn't mean it's powerful enough for 500 gold. A unit that can Enslave Mind two enemies a turn, however, might (even though the two are essentially conflicting abilities). I'm not an expert, though (actually, I think it probably wouldn't deserve 500 gold anyways--that's a hefty cost for what's essentially a researcher that can double as a combat mage if it really needs to; seriously, 11 research per unit on a sacred, so it actually costs less upkeep than a mage Starspawn).

Darkwind November 10th, 2008 07:31 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Say, is the Ice Citadel supposed to have magic? It has #magicboost 53 -5, but no magic to un-boost. Same with the Terraforming Tower, I think (I haven't gotten to the Commonwealth yet, still working on the Orcs).

Same with the Builder too, it seems. And the destroyer. And the frigate. As does the Attack Form, Lightning Turret, Turret, and Defense Form units (wow).

HoneyBadger November 10th, 2008 07:36 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
I'm starting work on the Squick/Mi-Go's today, by the way.

Darkwind November 10th, 2008 07:43 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Wait, but if the Mi-Gos (in name at least) come from Lovecraft, and assumign Aezeal keeps the R'lyeh nation, that's three Lovecraft-inspired nations (Aboleths, R'lyeh and Neoclidia). Wow. Lovecraft and space go together like peanut butter and jelly (even moreso since I plan on at some point creating an 'Ancients' race (the Ancients were alluded to in a few descriptions of Neoclidian units; more like the few survivors+assorted summoned goodies though).

We need a post (maybe even a thread) for all of the bugs. Seriously. This large of a project, it seems, comes with bugs galore.

HoneyBadger November 10th, 2008 08:18 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Yeah, Lovecraft is cool...I was thinking yesterday that it might be really fun for someone (not me!) to do a Nation based around Fallout 3.

Aezeal November 10th, 2008 10:59 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
hmmm those commonwealth stuff you mentioned.. I copied them directly form amos mostly so... I guess there are reasons for that.. it doesn't seem like a bug to me it's intended and I don't see why it would be a problem either.

All bugs can be reported in here and I'll fix em though :D

Lots of Lovecraft.. I saw that coming since I knew you all where working on those nations but you both seemed so enthousiastic and with different idea's that I'm not about to stop either of you.. I did mention it before to at least one of you (darkwind I think) and said that maybe you should combine it... but it's not a neccesity for me.. I'll just see what we end up with :D

PS which other bugs are you referring too?

HoneyBadger November 11th, 2008 12:10 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Aezeal: Lovecraft, Dunsany, William Hope Hodgson, H Ryder Haggard, Mervyn Peake, etc. may be slightly less accessible than a more modern novelist, but I really think that it would be worth your time to explore the amazing literature they produced. Their writing, being before (or at the beginning of) the Pulps, Tolkienization, D&D, and standardization of Fantasy had a chance to homogenize, categorize, and-in a lot of ways-dumb down the genre, are often a good deal richer and deeper-and more strongly written-than many others. It's really the golden age of fantasy, and you're denying yourself a lot, by not giving it your consideration.

It may not be your cup of tea, but it's really, *really* good tea.

Aezeal November 11th, 2008 10:40 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
hmmm I want to get some lovecraft and some conan actually but not that easy to get without paying huge transport fees from america. But I really doubt I'll find it actually better (Ghormenghast wasn't to my liking for example). My favorite books are the Malazan tale of the fallen, Wheel of time, a song of fire and ice, Dune though and those aren't standard Dnd pulp stories. New (to me at least) books that I've not read whole series of that appeal to me are The name of the Wind, and the Locke lamora books of scot lynch. Actually I'll have to say that even the drzzt books are quite nice and generally well written and I crash through them once in a while to get some diversion of the more serious works (pratchet does wonders for that too). I personally do want to write the works that originated many of the books i love so much but don't kid yourself.. it's evolution and the changes the genre has gone through is because it's improved in general. No idea why you'd be thinking it would not be my cup of tea though since I've never ever said something like that, just not read it because it's not available to me.

Darkwind December 4th, 2008 04:42 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Continuing the OT: I used to like Wheel of Time, but don't anymore. ASoIaF is great, though.

On-topic, I've officially started another nation for this, Piria. Basically, it's Abysia. In space. Except, well, not Abysia. Their backstory is essentially thus: There once was a star named Piria. For whatever reason, it was sentient. It created a bunch of mini-starlings, the Firstblood Pirians, who were fairly large and overall awesome. Then Piria took a centuries-long catnap. The Pirians became weaker, leading to the Pirian's of the game's time. As Piria wakes up, more and more stronger ('Trueblood') Pirians are being born, who are overall more awesome than normal Pirians but little children compared to the strength of the Firstbloods.

So, Pirians are humanoid balls of star stuff. They have fair attack but poor defense, and have a large heat aura (Put a Pirian next to a tree and it bursts into flame. Put a Trueblood next to a tree and a small forest would burst into flame. Put a Firstblood next to a tree in Haiti and trees will be bursting into flame in Canada). Due to being sentient balls of gas, they won't really wear much armor, instead relying on their natural skills to kill things dead (fireballs, anyone?) before they can be killed dead themselves. I'm thinking they won't be too much of a magic-oriented nation, focusing more on the power of their troops. i.e., Pirians won't have a couple mages spamming large fireballs. They'll have an army of Pirians spamming medium-sized fireballs.

Though, they'll probably have almost only Fire, with some Earth and a tiny bit of Astral, so they'll probably have quite a few mages spamming Fireball too. Not to mention choice national spells, such as Giant Fireball of Doom(tm).

Any thoughts?

rdonj December 4th, 2008 06:09 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Two thoughts. 1) If anyone ever researches fire fend/warriors of muspelheim piria is pretty much doomed. 2) Their fire is going to have to be pretty good to overcome Jomon's oni right now with their 10an aoe1 fire attacks (which imo are way too strong).

I would also make the pirians immune to fire, and explode when they die. Make their attacks aoe armor piercing at best, aoe is too good as armor negating unless it's on something like a tank with a slow refire rate. If you give something an aoe AN attack make it a melee attack. I would suggest not letting their commanders wear any items... at all. Not even miscellaneous.

Darkwind December 4th, 2008 07:37 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
1. Well, their attacks won't be completely fire-based. A gun shooting bullets of +3 OH GOD I'M ON FIRE might have the "OH GOD I'M ON FIRE" part negated by those, but not the "gun shooting bullets" part. Of course, a gun that could be held by sentient flaming gas would be hard to find.

So yeah they're pretty much screwed. I've been planning to give them a Bane Fire-esque national spell which requires a bit of Astral (and a lot of research), with the effect of "OH GOD I'M ON FIRE" without the resistances the "FIRE" part would imply. And if they turn out to really fail, I'll give them a Blood spell that's essentially a nuclear warhead detonating over your skull, but with more "fiery death" and less "I have three arms now haha". Maybe even a low-Blood spell to summon "Lowblood"s who are basically Humanbred Abysians (ie, something that can wield Resistsfireium without melting it). I plan on giving them a fairly powerful Blood multihero, and maybe a mage that can break the Blood barrier (the same mage that can get astral?, by the way. Basically you can't go wrong with variants of "OH GOD I'M ON FIRE".

2. Wow you're right. I just checked Jomon, and those guys seem fairly cheap resource-wise, although that's a somewhat hefty gold cost. They'd be incredibly effective against Piria. Perhaps a capital-only unit with a Banefire-esque (minus the Decay of course) attack that checks MR instead of fire resistance? It could help solve the problem of the troops completely failing against Fire-resistant nations (they'd only mostly fail).

3. D'oh! Immunity to fire is kind of obvious. I might even give the Truebloods and higher, or all of them, some resistance to cold. They are sentient flaming gas, an iceball isn't going to touch them. Immunity, or resistance to, poison would probably be a good idea too. Maybe even darkvision or blind (they're fire incarnate, a little darkness won't do much, if they use eyes at all).

4. Fireball is AoE armor piercing, right? That's probably what I'll give my units. Giving commanders absolutely no items sounds a bit harsh, though. I'll probably give them misc slots, so they'll remain at least somewhat thuggable (or in Firstbloods' case, SCable).

5. Wow this post ballooned quickly.

rdonj December 4th, 2008 08:15 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
I like the idea of a cap-only unit that has a non-fire fire attack, it would definitely help them a lot. Perhaps even make it sacred, I'm sure that as a race of pureflamium(tm) they would revere those whose flames burn the hottest and brightest :) You could maybe even get away with making it non-mr resistable, just an ap attack with no fire effect. Or maybe an AN single target attack with high precision? And everything you said in three makes sense to me also.

Yes, fireball is aoe piercing. The reason I suggest no miscellaneous is because it would be really hard to give them equipment that wouldn't just melt, thematically speaking. But if the commanders had decent stats, casting something like body ethereal, personal luck wouldn't make for a bad thug, especially if it had a native fire shield. Though they might have fatigue problems....

Darkwind December 4th, 2008 08:59 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
First of all, a quick idea at what a Pirian's stats might be:
Code:

Pirian
10 AP, mapmove 1 or 2, size 2
11 attack, 9 defense, 11 precision (they'd be fairly good at throwing around fireballs)
11 HP, 11 strength, 5 protection (they don't have armor, they have poor defense, incredibly low protection would be icing on the cake of pain)
11 MR
10 morale
3 encumbrance
weapons: fireball, fire touch or somesuch
fireshield 10?, heat 5?, maybe #iceprot -1
50 poison resistance, 100 fire

Code:

Trueblood
9 AP, mapmove 1 or 2, size 3
12 attack, 10 defense, 12 precision
13 HP, 12 strength, 7 protection)
12 MR
11 morale
2 encumbrance
weapons: greater fireball, greater fire touch or somesuch
fireshield 12?, heat 6?, maybe #iceprot -1
50 poison resistance, 100 fire, 10 cold (as said before, their heat is going to melt some of the stuff before it gets there)

Code:

Firstblood
12 AP, mapmove 2, size 4
14 attack, 11 defense, 14 precision
25 HP, 15 strength, 11 protection
14 MR
12 morale
1 encumbrance
weapons: Greater Starburst (basically a big version of the AP non-fire attack), ultra fire touch or somesuch
fireshield 20?, heat 10? (these guys are epic heat-producers), maybe #iceprot -2
75 poison resistance, 100 fire, 25 cold (as said before, their heat is going to melt some of the stuff before it gets there)

So it's sort of an ascending order. The meh Pirians, the cool Truebloods, and the thuggable (at the least; the Firstbloods will probably all be a lot stronger due to being more awesome in general than the usual Firstblood who is already awesome) Firstbloods.

Feedback is welcome. I tried to make the Pirians okay (ie, not overpowering, but not weak either), the Truebloods great (ie, they have a higher resource/gold cost and deserve it), and the Firstbloods made of awesome and win (they'll be mid or high-level summons, capable of thugging out and maybe even SC status). Feel free to tell me why they are not what I meant them to be.

Edit: It's sort of only of all. I meant to reply to your post rdonj, but got a little carried away I guess. An AP normal attack sounds great, actually. I'll probably end up making it sacred (maybe both a Pirian version and a more powerful Trueblood version). I wanted miscellaneous slots since at least the Firstbloods were meant to be nice thugs/SCs, while the Truebloods could probably qualify as a thug (some of them, at least).

Doubleedit: Changed a couple things. More encumbrance for Pirians, more precision for Firstblood. Also changed my mind about Starburst (it's Greater for a reason).

HoneyBadger December 4th, 2008 09:47 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Lovecraft is easy, and free on the web. http://www.dagonbytes.com/thelibrary/lovecraft/

Here's everything he ever wrote--feel free to print it out, it's legal.

Conan's a little harder, as it would, hypothetically, require you to go here http://gutenberg.net.au/search.html and do a search for Robert Howard. Ofcourse, I can't recommend that, as I'm not 100% certain how legal it would be to do so within the United States, but I'm not sure it's *not* legal, either, but ignorance is not an excuse.

rdonj December 4th, 2008 11:11 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Hmm. Well, assuming for the moment that a pirian isn't going to be wearing equipment, the first thing that jumps out at me is that it could be awful hard for them to deal with the nations that do a lot of ranged damage. For example, I'll consider ulm.

Basic pirian stats:
11 hp
11 attack
9 defense
5 prot
11 precision
no shield or way to not take damage.

Ulmish space marine:
10 hp
10 attack
12 defense (10 + 2 from shield)
15 prot
9 precision (10 - 1 from weapon)
parry 2 shield with 15 prot

No idea how strong your race's ranged weapons are, ulm's blasters do 10 ap at up to 40 range.

So the basic ulmish space marine can take a lot more punishment than the basic pirian. Maybe even take multiple hits for a pirian to kill, potentially, depending on how strong their attack is. If it's an aoe attack sort of fireball that will mitigate the problem there a bit though. Meanwhile a good part of the time a pirian will die if it gets hit once. And even in melee an ulmish space marine has a better chance to hit the pirian than the pirian does to hit it, with a 4 AN damage weapon. Of course, if it does it has the fire shield to contend with... the fire shield value may actually be too high, it should be fairly low on the normal guys, ramping up for the higher ones. There aren't many units in dom3k with more than 20 hp. I would say start somewhere between 2-4 and go maybe to 10 for the Firstbloods.

So overall, statwise they are really fragile, but I guess if the cause enough burning it will work out. However, if they do get the aoe attacks they'd need to fight ranged nations, they will absolutely mow down the close combat nations (insectoids, commonwealth). If the pirians are basically thought of as chaff and the true/firstbloods the real damage doers that could work out better.

I think the firstbloods could use a little extra attack skill, I'm thinking of those accursed ice battle suits that jomon has with something like 18 defense skill, you have to be able to hit those with the firstbloods or it's a dealbreaker! I don't think they're worthy of being high level summons as they are though, they have the damage output (theoretically), but not the survivability to really be SCs. Consider the Jomon summonable SC, the oni dragon. Or ulmish capital ships with amulets of missile protection and a pendant of luck. Whatever the firstbloods end up like they have to be able to compare to those for SC quality, if you want them to be a high level summon. And they're just not survivable enough to be SCs imo. Assuming an amulet of missile protection and a pendant of luck, they still need either higher health, higher defense, or higher prot to make SC territory. Or perhaps an innate ability such as ethereality.

Sorry for being so wordy :P

Darkwind December 5th, 2008 07:58 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
I've decided to bang up a quick "fix" for the Firstbloods. Changed stuff in bold.
Code:

Firstblood
12 AP, mapmove 2, size 4
14 attack, 12 defense (starting with 10 for Pirians), 14 precision
25 HP, 15 strength, 13 protection(starting with 7 for Pirians)
14 MR
12 morale
1 encumbrance
weapons: Greater Starburst (basically a big version of the AP non-fire attack), Big Fire Sword of Doom or somesuch (my idea: sort of like the First Sword, but less super-powerful and a bit more fiery death. Still some normal damage, though)
fireshield 14?, heat 10? (these guys are epic heat-producers), maybe #iceprot -2
75 poison resistance, 100 fire, 25 cold (as said before, their heat is going to melt some of the stuff before it gets there)
By the way, they'll probably all have fire 1 or 2+.

Some of this stuff might make Prians/Firstbloods a bit too powerful, but oh well. I have to leave now, I've spent a lot longer than I intended. I'll get to the rest of your reply later.

Aezeal December 5th, 2008 05:47 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
nice nice another race I can't wait to see it finished :D
I'll see about lowering damage on the oni if it's so overpowered :D

Maybe the 3 of us (or others who are interested) should start a small game to test the game as it is now though just to check it out?

Trumanator December 5th, 2008 06:12 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
the Pirians sound a lot like the Faeros from Kevin J. Anderson's Saga of Seven Suns. Also, its great that you guys like Wheel of Time, I can't wait for the last one to arrive and FINALLY finish the series.

rdonj December 5th, 2008 08:07 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
The big problem with the oni is that it combines unavoidable damage (aoe can't be stopped by shields and automatically hits) with armor negating damage so you get no prot, and does enough damage to kill many units in 1 hit. And ranged damage generally doesn't kill things very fast in dom3k, so even if you had just militia standing in front of the oni it would take a lot of firepower to bring them down before the oni killed everything.

I would be willing to play a game. Hmm, I think I would rather play orks, but I can probably play anyone.

Darkwind December 5th, 2008 10:42 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
I'd be willing to join, as any race. I'd prefer the Commonwealth (just to see what's up with them).

Aezeal December 6th, 2008 05:31 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
hmm ok
so we have at least 3 players that is enough for me to test at least 3 races... of course honeycan't play.. I forgot that for a moment and it's really a shame but can't be helped.

Here's what we'll do. I'll enter the dragons as they are now (in the dom 3 mod) to the game somewhere in the next weeks and if anyone wants changes (like the oni damage) then just tell me what you think should be changed and I'll find some time to change it.

Once that is all done I'll post a new version of the mod and we should be ready to play. No wait I'll enter the dragons first so they can be play tested to (game crashing bugs would really be a shame).

I'll need some time and if my first kid is born it might give serious delay but'we should get this running within the month I'd say.

Darkwind December 6th, 2008 09:47 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
I'll repost the bugs I've already discovered (in case you haven't fixed them yet):

-You used "Enslave Minds" on some units, which is not a weapon. Well, you might be able to make it a copy of Enslave Mind with an AoE or something, but it isn't a weapon yet.
-"Life Drain" is not a weapon also. Not sure what that one would actually be though, maybe "Lifedrain"?
-R'lyeh has no summonable ships. Considering their recruitable ship, I think that's an oversight. Not really a bug, but still.
-The Orks don't actually increase their magic when they upgrade (though that should be easy to fix, with Amos' way of doing it right there in the mod)
-Jomon's fifth unit (Aka-Oni, I think it's supposed to be) has no name for me.
-Jomon's Defender has an incomplete description.
-On turn 2, in a test game I was playing, Ulm's units disappeared. Don't know what's up with that, might have been a one-time craaaazy bug.

A lot of these are easy fixes though, so it's not like you have to take a week off to fix the mod or anything.

Endoperez December 6th, 2008 10:19 AM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Vanilla Dom3 has two enslavement weapons:
274 Enslave Mind
189 Enslavement

and several life-draining weapons, including:
63 Life Drain
449 Life Drain
271 Life Drain Tentacle

I still haven't tried this out, but here's my two cents re: Pirians.
There are several Astral spells they should be able to cast. Solar Brilliance, Light of the Northern Star, Astral Fires... Some of the spells could be made national-only, others could have different versions that the Pirians could cast, if you don't want to give them much astral.

Fire/Water spells could also work well. Acid Storm to destroy all armor on the battlefield would be pretty evil.

Aezeal December 6th, 2008 12:52 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
hmm those weapons.. I see what is wrong but I'm pretty sure it was correct.. once.. I've just given them multiple enslave mind weapons now from vanilla game.. should be good. The other is hopefully working better now too.
can't see a reason why the Aka-oni wouldn't be named like that.. all lines are the same as the next oni.
The defenders acutally had a complete description only I used " instead of ' in it s it was cut short (or at least that is what I think it was, will need to check that though)
That last one.. can't think what it would be if it keeps happening I'll think about it.. not now though :D

I already looked into the orc magicians and in the next version it should be fixed (I recall fixing that a month ago, but was still testing the dragons so haven't released it yet)

Np r'lyeh summonable ships is staying for now.. can't make a new ship for them really. Since there are relatively few mindflayers they don't need much ships for themselves.. r'lyeh has other summons

Aezeal December 6th, 2008 12:54 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Ow and plz give me a few more post like darkwinds last one (all bugs I've left in the game) so I can try to get a new version with all bug fixes :D

rdonj December 7th, 2008 02:39 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Ork heroes who venture into space still retain their spaceship form when they come back to land.

Also, the space forms of the commonwealth have the same problem that the dragon sprite did where it creates a massive black background for the units.

Aezeal December 7th, 2008 03:25 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
hmmm that is annoying.. I don't really know where that alpha channel comes from, but I should be able to remove it pretty easily. The Orkhero thingie should be easily adjusted, maybe I've already adjusted it when I changed the other forms though but I'll look into it when I'm making adjustments again.

Keep this coming if we want to play a MP game we'd better get most annoying bugs out of the game or we'll be forced to stop it too soon. Major balancing problems can be mentioned too.

Rdonj would you be interested in a MP game for dom3K too?
Any others that would like to join in.. if all nations could be played that would be ideal :D. I'm most interested in getting the newer nations played though since the first ones have been played more than the others already I guess. Dragons has been tested on it's own so probably needs less testing too.. maybe balancing for this setting but I'd prefer to keep the nation identical in dom3 and dom 3K (easier for me to keep track of changes) it will probably mean they are a bit overpowered in vanilla and relatively weaker in dom3k (no shields might be too much too, in that case I'll give them some sort of lifeforcebioshielding i guess but I'd rather not go there.) The fact they can fly and have decent armour should eliminate that problem somewhat.

Darkwind December 7th, 2008 03:54 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
Gandalf has already discovered that a mod can be altered on the fly in a game, if I remember. So no worries about stopping it, unless a fatal error comes up.

Still though, probably a good idea to get as many bugs done for as soon as possible.

rdonj December 7th, 2008 03:59 PM

Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
 
I already tossed my hat in, with a preference towards orcs.

Btw it might be a good idea to give the commonwealth some ap melee weapons, they have an awful lot of melee units to have just normal attacks, which are a bit weak in d3k.

Dragons could be hard to balance so they work in normal dominions and d3k with the same version. If the dragons were like they were before the big nerfs I'd say they probably could cut it, as is I am not sure. Actually, I think the dragons have somewhat low armor for the mod.


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