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-   -   Mod: Blast from the Past, Return of the Underkings (http://forum.shrapnelgames.com/showthread.php?t=38396)

MaxWilson June 5th, 2008 01:27 PM

Re: Blast from the Past, Return of the Underkings
 
Quote:

Saulot said:
This whole problem arises from the axe and hammer problem. Axes are inferior, so everyone wonders, why use axes? If I improve the axes a bit, they'll be even more similar to hammers, so everyone wonders, why have both axes and hammers? If I improve axes a lot, everyone wonders, why use hammers?

Despite well thought out arguments presented thus far, I am still leaning for my original thinking (which is the easiest and cleanest solution), get rid of the hammer dwarf warrior, and so remove the side by side comparison and choice of axe and hammer.

I like this solution. Dwarves use axes because it's thematic, not because it's effective. Although their small size compensates for the lowered attack.

-Max

Zentar June 16th, 2008 01:46 AM

Re: Blast from the Past, Return of the Underkings
 
My really really late response to this mod... This is the first mod that I have noticed that has no mages for hire. What am I missing?

Endoperez June 16th, 2008 02:46 AM

Re: Blast from the Past, Return of the Underkings
 
A bug that removes magic picks when too many mods are enabled at the same time?

Zentar June 16th, 2008 11:26 AM

Re: Blast from the Past, Return of the Underkings
 
Quote:

Endoperez said:
A bug that removes magic picks when too many mods are enabled at the same time?

It occurs when Tomb Kings is enabled. The problem seems to be specific mod related because it does not occur when several other mods are active. http://forum.shrapnelgames.com/images/smilies/fear.gif

Endoperez June 16th, 2008 11:43 AM

Re: Blast from the Past, Return of the Underkings
 
I don't know what causes it, but it's been reported as fixed in the progress page (http://ulm.illwinter.com/dom3/dom3progress.html) and I managed to get a mod to work by disabling all mods except the one I wanted to try. It could be that Tomb Kings triggers it even if no other mods are enabled, and I don't know if you can do anything but wait for the next patch in that case.

PvK June 16th, 2008 09:38 PM

Re: Blast from the Past, Return of the Underkings
 
If another mod uses the same unit numbers, they will mod each other if both mods are active in the same game. I have an old version of Vaettiheim installed and it merges Vaettiheim with Bogarus.

Example:

Underkings says, units X through X+6 are dwarf mages.
Bob's mod says, units X through X+9 are power rangers.

Result is no drawf mages, and power rangers with beards and axes... ;-)

HoneyBadger November 5th, 2008 05:40 AM

Re: Blast from the Past, Return of the Underkings
 
Bump.

Humakty November 5th, 2008 06:37 AM

Re: Blast from the Past, Return of the Underkings
 
I know it was discussed before, but, really, size one dwarfs are not what i expected as an experienced RPG player. Apart of this small (haha) problem, this mod is great. Just don't mess with tramplers, any tramplers. Even iron pigs will send you back home crying.

HoneyBadger November 5th, 2008 08:19 AM

Re: Blast from the Past, Return of the Underkings
 
I'm definitely using size 1 dwarfs in my mod Nations. They'll be very tough size 1's, but it's nicer for balance, and for making things function differently, across different Nations. And, honestly, if you need size 2 dwarfs, you've already got Ulm.

Humakty November 5th, 2008 10:21 AM

Re: Blast from the Past, Return of the Underkings
 
My various tests showed they will be really hard to balance for MP, or even SP : six figures per square, really all what my F2 mages like (if you manage to escape tramplers). I don't know for the mod you're doing, but I had real problems figthing some nations that use mages (ie :heims) or tramplers (ie : pangaea)in SP. Mostly I find them way too costly for the rate at which they get squashed.

Can you imagine the number of casualties after :aim/thunder strike/thunder strike ?


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