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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)

rdonj September 3rd, 2008 04:35 PM

Re: Dominions 3000 v0.46 Ulm, R'lyeh, Jomon & indies
 
There actually apparently is an invisible flysprite that doesn't hit instantly according to the database. That's 149. The arrow shaped fiery missile sounds promising too, number 426.

Aezeal September 3rd, 2008 05:13 PM

Re: Dominions 3000 v0.46 Ulm, R'lyeh, Jomon & indies
 
I don't know why there are oni dragons in those provinces the code for the map doesn't put them there.. someone said that he got a celebrant fo the faith with dragons though.. strange and I don't get it but that could explain something.

You have a version where teh oni dragon is still at test costs.. it will be much harder to get :D

If magic isn't balanced then that isn't my problem atm.. just don't use weak spells :D

Ok that twin ship blasters now has nratt 2
The transport already had a tractorbeam (great idea I had)
Prices have been changed, Ulm capitol ship a bit improved
I think most troops that have fists need to have them (mostly those mages) the artillery has their hands fill with their cannon and can't wield melee weapons, just drop the cannon and his, same for mages
Ulm defenders do need a weapon I think so they now have a combat knive on the ground, in space they don't get another weapon.
I lowered taser damage by 1 but you hardest point for them is the use against space eels and that is just one troop... against normal troops I don't think they are that much overpowered.
Trying to get rid of the Javelin for the dai-oni, but the best way to get rid fo copied weapons is unknown to me.. I changed it a bit and we'll see what happens now
used the flysprite you suggested and one for artillery
changed MR on large ships

AND with these changed I'm releasing v 0.5!!!!

rdonj September 3rd, 2008 05:53 PM

Re: Dominions 3000 v0.50 with SPACE-FORMS
 
Did you by chance base the oni dragon off of another unit, such as a type of militia? Because all the times they've cropped up its been in a place where you might normally see them. If you did, maybe if you just created the unit from scratch the problem would go away. That being said, it sounds like you did copy the dai oni and then change his sprite and so on. If you made a completely new unit instead it should let you do it without the javelin. For the record, I also was doing a quick test game of a normal nation with your mod on and found oni dragons defending provinces. Not sure that proves anything though.

Yeah, tasers aren't really overpowered on some things, they just have some idiosyncracies.

It would also be really convenient if all the different nations had different-colored score graphs to make it easier to tell them apart :)

Aezeal September 3rd, 2008 06:00 PM

Re: Dominions 3000 v0.50 with SPACE-FORMS
 
nope nope didn't base it on anything created from scratch.. if it keeps popping up I'll change the unit number next version. The Dai Oni is copied as is the ao oni.. but not the dragon. The spirit from (and of the otehr oni too) are copystat.

Anyway try the new mod, also DL the updated map

rdonj September 4th, 2008 12:27 AM

Re: Dominions 3000 v0.50 with SPACE-FORMS
 
Playing now. Couldn't really play earlier. I'm only a few turns in but a few things I noticed.

1) The spider indy text says they're supposed to be commandable only by magic beings but they aren't magic creatures.

2) Wow shields. Either their protection is too high or the parry needs to come down. I had a shoot out with some pirate raiders... for about 10 turns we exchanged fire and I only even hurt them twice, while they failed to damage my jomon defenders (who do seem to be working properly now and have a much more enjoyable attack). I think it would be fine if just the parry went down... to something like 2 for ion shields and 3 for plasma shields. Anyway, I shall continue.

Aezeal September 4th, 2008 04:50 AM

Re: Dominions 3000 v0.50 with SPACE-FORMS
 
hmm somehow the pirates have the strongest shields.. I changed that... I'll lower parry too

I'll reupload 0.5 in a few min so you can test/play it better

Sombre September 4th, 2008 08:56 AM

Re: Dominions 3000 v0.50 with SPACE-FORMS
 
Would you like to post up some screenshots or previews of this mod? I think it would encourage people to try it.

Aezeal September 4th, 2008 12:09 PM

Re: Dominions 3000 v0.50 with SPACE-FORMS
 
well sprites are not the strongest point of the mod really :D but I'll try.. lots of work though for all the nations :S

have you tried it already Sombre?

Aezeal September 4th, 2008 05:59 PM

Re: Dominions 3000 v0.50 with SPACE-FORMS
 
previes in first post now

rdonj September 4th, 2008 06:44 PM

The combat system is feeling much better now. I'm much happier with ulm's capital ships and how they compare to the nautiloid. I still don't know that they have enough firepower to be cost effective unequipped but they could be turned into fairly decent SC's with a few items. Transports still have fist weapons though. Meh. Plasma shields still might be a little tiny bit too good, but it's not that bad. I'm finding a lot less normal independants since you added the new varieties, but they still crop up here and there.

I think Ice Samurai battlesuits might be a bit too strong vs ulm, but that's debatable. They're almost invulnerable to small arms fire, but you can kill them in melee so it's not so bad. They just do a lot of damage before they die.

One thing you probably should change though is the spider independants. They have too many varieties of spiders with the web spit ability. You should remove it from all of them except maybe the netter spiders, but leave the melee web. I've had enough spiders get to me that they could start killing my troops, but then they all stand back and shoot webs at me... so that would help them a bit.

Also I had an idea for a spell. What do you think of something like a "combat drill" spell, that summons some immobile enemies with no ranged attack that attack a province. And maybe there could be a higher level one like a "live fire combat drill" that summons enemies armed with laser pistols. Just to give you a little more flexibility with how you use your troops. It would really help personal artillery marines, anyway, because they're not that good against space monsters (too many friendly casualties) but almost necessary against jomon. I'm not entirely sure if you can do it though. It was just a thought.

I'm also thinking of making a mod race of my own to go with it. I have absolutely no graphics-making skills so if I do make it I'm going to borrow some of your ulmish sprites as placeholders.

Edit: Yeah, ice samurai battlesuits are fine. However, ulmish personal artillery marines losing their heavy weapons and having them replaced with space blasters is frustrating. Could they be given some kind of space heavy weapons instead?


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