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Re: Dominions 3 Wishlist
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Re: Dominions 3 Wishlist
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NO WOG MOD is needed... NO Mods at all are needed. No installing of Mods also not needed. Thus your steps of installing Mod and renaming files are wrong. |
Re: Dominions 3 Wishlist
Quote:
NO WOG MOD is needed... NO Mods at all are needed. No installing of Mods. Thus your steps of installing Mod and renaming files are wrong. [/quote] Quote:
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Re: Dominions 3 Wishlist
There's no "modifying of files" going on, there's a text files with the prefix .dm that needs to be put in a folder, and then a few more clicks to enable it in-game.
No modification of any sort, and all changes are reversible with a click of a button. The option of mods is available to everyone, all you need to do is download the correct patch (in the case of DOM2) and you get the modding manual in the /docs folder, and you can easily use that to create a one-command-line-long files and enable it, no visiting forums required. Its also a much better way, because in HoMM3 you auto-downloaded the maps from the other player, so you had no idea what that map contained (the other player could have disabled spells you didn't like disabled, or enabled spells you'd rather be disabled, or just make himself start with 10,000 Black Dragons), in Dom2 you could just open up the .dm file and see what it does. And even if you choose not to auto-download, but rather have the other player presend the modded map, you still have to face the "difficulties" of locating the correct folder and putting the file there. |
Re: Dominions 3 Wishlist
Shouldnt long debates of wishlist items be restarted in a seperate thread? Not to shut them down. I feel that discussions are good but long ones might be counterproductive to the list. It might make it hard for the developers to check the wishlist, and force someone to have to create another trimmed version of the wishlist, which then gets filled with... etc etc loop
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Re: Dominions 3 Wishlist
Ok, here is an idea (about training). I know it probably won't make it in the end, but whatever.
I was thinking about how to give units more character. I remember that one of the things that gives me the greatest feeling of love for my units is when you do something special w/ them. So, what if you could TRAIN them! Here is how I envision it: ---Only specific (normally the non magical or priestly commanders) commanders may train units. ---The player would give the order to advance all the units to x level. All units below level x would gain 1 level that turn. They would eat (1 + the level attained) TIMES as much food. So level 1 = 2x, level 2 = 3x, level 3 = 4x, etc... It would probably be hard to implement and balance, but I like the idea (plus, it is fun to fantasize). |
Re: Dominions 3 Wishlist
We all know how powerful Ethereality is, and how it is used wherever possible to create thugs to take down entire conventional armies. How about a spell to give a mage and some loyal bodyguards or PD a chance against silly raiding Banelords, Spectres, or (ugh) Black Servants?
Spiritbane Weaponry Construction 1 Earth 1 Fatigue: 40 Area: 5 Bestows the Magic Weapon trait on troops' weapons in the area of effect. That vampire queen may be less likely to attack your capitol on turn 5 knowing there might be a sage ready to buff your 25 PD. |
Re: Dominions 3 Wishlist
nice idea, however it would make certain units (fire and air elementals, dispossesed, soulgate in general) kind of useless. if you increased its difficulty to cast a little/decrease its area it might be a little more even (or make it very short ranged)
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Re: Dominions 3 Wishlist
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Re: Dominions 3 Wishlist
anyone with random/earth mages could get it though and since practically everone can get earth on their mages even without indies (ok, maybe not mict) it kind of spoils etherealness
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