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Haida Gwaii 1.02 -Custom Graphics &3.08 compatible
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Version 1.02
A new version of Haida Gwaii is now available. This version contains the following changes: -New graphics for nearly all the units. The only units that did not receive graphics are a few of the animals and the two Toad Tribe units. -Very minor stat adjustments to some units -Age adjustments to most the units to reflect the longer lifespans of the Haida people when compared to other humans. -Armor and weapon adjustments to represent the new graphics. -Raven has been beefed up considerably and can now be used as a solid thug with the right magic picks. Version 1.01 of this mod is now available. Changes: -Made mod compatible with 3.08 -Atlatl ammo reduced to 4 (They still fire every round) -Coyote Mother loses kick attack -Coyote Mother cost increased -------------------- 1.00 Here is the first and hopefully final release of Haida Gwaii. This nation is based upon the the First Nations of the northwestern pacific coast region, with some influences from southwestern Native American tribes thrown in to round it out. This mod adds only 3 new graphics to help alleviate the problem of multiple mods with custom graphics crashing the game. Haida Gwaii has been balanced towards vanilla as much as possible. This was not done to encourage multiplayer usage of the mod, but rather it was done to encourage players to use this mod in their single player games without reservation that they were playing a weak/overpowered nation or the AI was going to have a nation that was out of wack balance wise. If you find a unit that you believe is too powerful, please consider how it fits into the overall balance of the nation and how it counterbalances weaknesses the nation possesses. I strived to create a nation that blends in with the theme of Dominions 3, using fantastic ideas to represent a cultures belief in a fantasy setting. I hope you enjoy this mod. Feel free to leave comments about the mod and please report any bugs. Thanks! Foodstamp |
Re: Haida Gwaii 1.00
Thx good Sir Knight http://forum.shrapnelgames.com/images/smilies/wink.gif
I'm not very experimented but i'll try to give you some feedback... /OT on King Arthur: Well I am king. Dennis: Oh, king eh? Very nice. And how'd you get that, eh? By exploiting the workers. By hanging on to outdated imperialist dogma which perpetuates the economic and social differences in our society. King Arthur: I am your king. Woman: Well I didn't vote for you. King Arthur: You don't vote for kings. Woman: Well how'd you become king then? [Angelic music plays... ] King Arthur: The Lady of the Lake, her arm clad in the purest shimmering samite held aloft Excalibur from the bosom of the water, signifying by divine providence that I, Arthur, was to carry Excalibur. THAT is why I am your king. Dennis: [interrupting] Listen, strange women lyin' in ponds distributin' swords is no basis for a system of government. Supreme executive power derives from a mandate from the masses, not from some farcical aquatic ceremony. Dennis: Oh, but you can't expect to wield supreme executive power just because some watery tart threw a sword at you. Dennis: Oh but if I went 'round sayin' I was Emperor, just because some moistened bint lobbed a scimitar at me, they'd put me away. |
Re: Haida Gwaii 1.00
Haha, that is great. My favorite lines of the entire movie comes right before that...
"Here comes the King." "What makes you think he is the king?" "Because he is the only one not completely covered in #$%#!" |
Re: Haida Gwaii 1.00
Woohoo!! Finally! Like Londo, I'm not too experienced and prolly won't give you much useful feed back in terms of balance.
In just the few turns I've played thus far though, I like it. It's actually quite impressive that you were able to use existing graphics for the units but they don't look mish-mashed together. And your explanations do a good job of tying them all together. I'll let you know what I think of the rest of it as I progress into the meat of the game. But right now, Londo has made me want to watch some Monty Python. http://forum.shrapnelgames.com/images/smilies/wink.gif King Arthur: Be quiet, just BE QUIET! Dennis: Oh, now we see the oppression that's inherent the system. COME SEE THE OPPRESSION THAT'S INHERENT IN THE SYSTEM!! That movie never gets old. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Haida Gwaii 1.00
BTW, even though you guys are new to dominions, feel free to leave your impressions. I made this mod for people of all skill level and experience. Feedback as to how well new players like this mod is helpful feedback for future mods.
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Re: Haida Gwaii 1.00
My 2 cents...
I only had time to do a few tests but i can already say that i love this mod, maybe my fav nation mod with the insectoid one (i'm an alien and 40k nids fan http://forum.shrapnelgames.com/image...ies/tongue.gif) Why? Because it's well balanced, funny and original. I like the "Haida Atlatl" aka super javelin, very effective vs archers. The coyote is nice and funny for the price (like the immortal turkeys summon http://forum.shrapnelgames.com/image...ies/tongue.gif) On the nation stenght and weakness: The good: Amphibians, 1xsailing commander, 1xresearchbonus cmdr, 1xflying call_allies cmdr, lots of sacred cmdrs+original sacred units, good casters (lvl 3to5 in W,A,N magic) without old age, n.summons. The bad: weak armor, lack of elite troops and magic diversity. IMHO it's all good, but i'll surely never select one of your nice custom pretenders coz of the magic diversity weakness http://forum.shrapnelgames.com/images/smilies/frown.gif |
Re: Haida Gwaii 1.00
The Crest Pole makes a really good bless chasis. http://forum.shrapnelgames.com/images/smilies/happy.gif.
Keep an eye on your Eagle Talons, they have a tendency to hit the old age realm pretty quickly, especially if they don't random a nature pick. |
Re: Haida Gwaii 1.00
This mod is Ziped in Rar, alot of people playing Dominions use Linux and Linux has trouble using winrar to my knowledge, you may want to re zip it in zip.
Oh, also after playing it, those javelin things you made have range 20, they really should be range strength, considering they actauly do damage from strength. Also I'd love to say that this mod is fantastic! one of the best I've played!! |
Re: Haida Gwaii 1.00
The idea behind the atlatl is that it gives extra range because of how the javelin is propelled. This weapon and unit is supposed to be one of the shining points of the Haida early game. They are a superior archer slayer and overall chaff/indy province slayer as well.
If I were to do as you suggested, it would become just another javelin unit with extra ammo/attacks every round. I am going to leave it how it is unless there is a tremendous outcry that this unit needs to be brought into the realm of the mundane. I didn't know linux users could not use winrar. I will create a zipped version and attach it asap http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Haida Gwaii 1.00
1 Attachment(s)
Here is the zip version for anyone on linux and for people who do not have winrar installed on their computers. Enjoy!
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Re: Haida Gwaii 1.00
I looked up atlatl on wikipedia. Sounds like they are pretty effective, I think you should leave them as they are unless they end up being overpowered.
I'm on linux and can open rar files. I guess it just varies with computer setup. |
Re: Haida Gwaii 1.00
Well, I'd heard it from one of the designer for dominions when I tried to submit a mod for dom 2 a while back and it was in rar, and fair enough explantion their foodstamp, I just thought it might have been a mistake, never the less, love the mod.
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Re: Haida Gwaii 1.00
Tried to design an atlatl once for a neolithic blood-mage faction I dreamed up. Couldn't get a 'range = strength * 2' to work so I dropped it. The obvious solution just never occured to me. That said, you might want to reduce the ammunition capacity for it.
Moksgmols come pre-blessed. Combine it with a heavy nature bless and you've got a "The Brown One" indeed. Now we just need the Inca and the Iroquois. The Iroquois are pretty much lobotomized Mictlan, with their linen armor, tomahawks, and ubiquitious torture; but I don't know much about the Inca. A neolithic ME T'ien Chi? |
Re: Haida Gwaii 1.00
It's interesting to note that while the moksgmols seem pretty powerful, when they are triple blessed with water 9, nature 9, wind 4-6 vs helheim blessed units with a water9 fire 9 bless, the moksgmols died in all my tests with no casualties on the side of Helheim.
The trampling would negate the glamour, then the helherdings would annihilate the bears in one to two rounds. I don't think this makes the Moksgmols weak, they are still a phenomenal unit, but I do think it is a tribute to just how powerful Heim blesses are. Concerning the Atlatl ammo supply. At the time I made the mod I had no reference to go by as far as how many spears they would carry. The closest real life soldier I can think of usage wise and time period wise is the Mediterranean Peltists which carried three to four spears. But I did not make this comparison until after the mod was released so I am going to leave it as is for now. If I were to change it, I would change it to 4 ammo. (And I may if someone finds a major bug or balance issue) |
Re: Haida Gwaii 1.00
Atlatls are really wickedly effective weapons. To step aside from the holy balancing issue, I really enjoy it when things are portrayed in atleast a reasonable-if not realistic-fashion.
The atlatl is an excellent contribution to Dom3. I hope we see it more. Specifically, I hope Jotuns copy the concept, replace the spears with poisoned harpoons and lines, and give everyone else a headache for a while http://forum.shrapnelgames.com/images/smilies/evil.gif |
Re: Haida Gwaii 1.00
Hey HoneyBadger, long time no see. Glad to see you back on the boards.
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Re: Haida Gwaii 1.00
Thanks, Foodstamp. I've had a lot on my plate lately, but I'm still around when I have the opportunity to be.
It's good to see you too. |
Re: Haida Gwaii 1.00
Expect a new version of this mod soon with a fix to the head slot issue introduced in 3.08, as well as a few balance changes.
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Re: Haida Gwaii 1.00
New version is available, attached to the original post on this thread.
In the future I plan to give this mod a graphics overhaul. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Haida Gwaii 1.02
New version of this mod is now available. The changes are listed in the original post. The most important change is the new graphics, enjoy http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Haida Gwaii 1.02
Since I have uploaded 1.02 with the new graphics, there have been about 30 downloads. I was wondering what you guys think of the new graphics? http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Haida Gwaii 1.02
Not gotten to try em just yet. Got an anniversary party I'm going to tonight, will later promise. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Haida Gwaii 1.02
They look very good Foodstamp, really professional. The quality of the graphics in the mods here has gone up incredibly recently.
If I were to have one criticism, it'd be that the Moksgmol(sp?) is probably a bit on the bright side. |
Re: Haida Gwaii 1.02
Odd, my first post this morning didn't seem to stick. Wierd.
I like your graphical work. You changed just enough to make them look distinct. Nothing too flashy, but solid. I also must agree with Llamabeast, the Moksm...big bear thing, does look a bit bright. One other thing I noticed, though you say you didn't change Toad warrior or Toad commanders, they did look like a Titan and Lady of Love respectively. Course, I was playing the game with your Gaea mod as well, don't know if the two just cross-interfered numberwise or not. Good job as usual, Foodstamp. Looking forward to future work from you. |
Re: Haida Gwaii 1.02
The toad things looked fine to me. Maybe it was a clash.
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Re: Haida Gwaii 1.02
Bandar, that sounds like a mod conflict. If the problem persists let me know and I will compare the two mods to make sure I did not use a monster reference twice. I keep an excel spreadsheet to prevent such mishaps but it is very possible that I made such a mistake because Haida was made before I started keeping track.
Thanks for the compliments on the graphics guys. So the spirit bear is the only eye sore? I will look into giving him a new graphic and maybe adding a few more surprises to the mod http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Haida Gwaii 1.02
Did you intend to give them an admin 20 fort in their cap?
This is not a complaint at all, just curious. |
Re: Haida Gwaii 1.02
Aye. Haida Gwaii was my first attempt at modding. I gave them a River Fort because I thought it was thematic. As far as balance goes, a 20 admin fort may be a bit underpowered, but at the time my understanding of game mechanics did not include admin of forts.
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Re: Haida Gwaii 1.02
Cool, thanks for letting me know. One other thing - would you consider giving Haida access to a fourth path? They have great NAW magic, but most early nations have more path variety.
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Re: Haida Gwaii 1.02
In the spirit of full disclosure - I've been *****ing at Sombre that he overnerfed the nation when he CBM'd it.
But If I win the game that'll be, shall we say, rather less of a persuasive argument http://forum.shrapnelgames.com/images/smilies/happy.gif. |
Re: Haida Gwaii 1.02
Yeah but you're using an EA nation in a game full of MA and LA nations, so you /should/ have an advantage, especially in magic.
You've actually got heavier armour and firepower than a few of the later age nations too. |
Re: Haida Gwaii 1.02
If I ever gave Haida Gwaii another path, it would probably be Earth magic tied to the Bear Tyee and some new units (possibly summons). And I would probably give atleast one, maybe two of the existing mages a % chance to pick up an earth pick. The Coyote Mother would probably be a good candidate for a random chance at an Earth pick.
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