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Game Modding for Buildings
I know modding within the game has been greatly increased. I'm wondering if the game modding will be available for building types as well. This would allow gamers to add another level of new content.
New Building Types for Dominions_3 I would like to MOD into the game: Building cost is not listed until we know more about DOM_3. Healing Shrine: Same as a unit which does the command healing... basically any units in the territory have a percentage chance of getting afflictions removed. Athenaeum: Any units researching here will get +2 research bonus. Armory Hall: Castle gets +20 Defense, units defending castle get +1 defense during siege. Towers get increased accuracy +2 and increased damage +2. Bank: Increases total gold income of province by 20%. Marketplace: Resources +50, +2 gold for each gem alchemized into gold. Statue of a Nations Hero: Defending nation receives +2 morale for all units. Training Grounds: A non_mage commander without stealth may enter the training grounds which pulls a little population and makes them into random types of soldiers. (crossbowmen, swordsmen, slingers, spearmen, etc.) |
Re: Game Modding for Buildings
Oh yeah I would like to see this as well....who doesnt? http://forum.shrapnelgames.com/images/smilies/cool.gif
However AFAIK again...we cannot "mod" the existing buildings, and we cannot add new type of buildings at all. It would be good to see some answers from Kristoffer anyways, because Im not 100% sure, just lets say 90%. http://forum.shrapnelgames.com/images/smilies/laugh.gif |
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Re: Game Modding for Buildings
Ah, another suggestion to turn Dom3 into pure micromanagement hell (because there'll be plety of micro already despite the streamlining from Dom2) and remove the uniqueness of quite a few of the specialties that some nations have.
Let's see:
The only suggestion I liked was the Statue of Hero, because it doesn't have such a huge impact, but it's still too much micro, and would presumably also be destroyed whenever a province with one is conquered. After all, the invaders are hardly going to let the statue of a poster boy for some heathen faith stand so the locals don't get any ideas of resistance. Edi |
Re: Game Modding for Buildings
Actually, I think that ntjedi was talking about that what buildings would he add to his own mod, not to "release these buildings" with the vanilla game. http://forum.shrapnelgames.com/images/smilies/cool.gif
I think we all have our own ideas for buildings and its all good...afterall we are talking about mods, not some CB mod, which was a slightly modified version of the vanilla game / balance. If we talk about "total conversion" mods, the "add building/edit existing building" modding feature would be awesome. |
Re: Game Modding for Buildings
Humm, so it seems. But I still stand by my assessment of what the effects of such buildings on the game would be. I wouldn't touch the mod with a ten foot pole because it takes too much away without adding anything but micro hell. Especially in MP, which with the crowd here is competitive in the extreme.
I do agree with your point about the total conversion mods, but how common are those realistically going to be? The biggest gripe about nation modding so far has been the inability to mod the starting magic site properties, which is a different beast altogether. Edi |
Re: Game Modding for Buildings
Well Edi I dont know. Total conversion mods are only good, if they are perfectly bugtested and playtested. There are total conversion mods for RTW for example, and almost everyone using them, and they skip the vanilla game.
..people are creating these mods so others can have some fun...not all mods are perfect but the players can help to the modding team with ideas/suggestions always. Im very happy with the modding support of doms. Im pretty sure that we gonna see some nice mods for the game, and maybe many people will play with them, if they will be decent. |
Re: Game Modding for Buildings
I don't have anything against mods per se (as should be obvious from my participation in the CB mod project). It's just that I do have enough experience with Dominions so far (from both PPP and AW) to recognize when an idea won't work. The OP idea was one of those.
Now, if you had a different building for each nation and restricted to that nation, e.g. something that allowed you to build some special units in your castles also outside the home province, that I'd be fine with, or something else in a similar vein that will not work to simply equalize and flatten things for everyone. I'm not opposed to the idea of buildings as such, as long as they're not overboard and are kept limited in scope. Edi |
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