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-   -   WHY MOD ? (http://forum.shrapnelgames.com/showthread.php?t=18040)

SATANS PAWN February 27th, 2004 01:11 AM

WHY MOD ?
 
I dont know how to mod, or even want too. I was just wondering what it does.

When people mod, they change stuff like strength, attack or what ever skills of a creature ?

If this is so, in a MP game. Can one Player have better creatures because he moded them ?

I think the game is PERFECTO the way it is.

So, Why Mod ?

>>>THE HORNED KING<<<

NTJedi February 27th, 2004 01:29 AM

Re: WHY MOD ?
 
I've seen several MODS come out... yet none of them seem that interesting. With the new MODS which have come out its like discovering Baskin Robins has added two more flavors... BIG Deal because I'm personally happy with all the flavors I got now.

Two big MOD changes people could make:
1) Create a MOD which adds more Independent monsters. Would be nice to see more variation here.

2) Create a MOD which introduces a super powerful theme to one of the races. Basically their priests would be both holy and unholy. The commanders would be elemental giants. Mage_A would be given 5 random for the elements and Wizard_B would be given 5 random for the sorcery. Somehow an incremental research bonus would have to be introduced as well... because right now human players ALWAYS take the lead in research during MID and LATE game.(unless killed during early part of the game). That's just an example.

[ February 26, 2004, 23:30: Message edited by: NTJedi ]

Uh-Nu-Buh February 27th, 2004 01:48 AM

Re: WHY MOD ?
 
So, you are asking for a Mod that makes the game harder with some units that are tailored to make up for the weaknesses of the AI? E.g. AI is weak in research, so make it's units study harder; AI fails to use/research X spell, so make it a national spell/cost less to cast; AI never uses X magic item, so give one of it's commanders X from the start?

Not a bad idea. However, I suggest you just play some humans instead! Creativity wins over brute force every time; and I would rather be surprised by ingenuity/genius than crushed by foreseen but indomitable might.

February 27th, 2004 02:00 AM

Re: WHY MOD ?
 
By "people" you mean, you? Obviously everyone has their own reason for making Mods, if they arn't interesting to you and you feel the need to make it vocal, you could always put forth the effort to make a mod.

Gandalf Parker February 27th, 2004 02:43 AM

Re: WHY MOD ?
 
As an old Online game administrator (decades of MUDs) I see a problem popping up which is very familiar to me. When many people work on a game that has many many aspects (like a mud, or Dominions) everyone wants to "repair" their favorite parts of the game upward to be balanced with some other part of the game.

Someone makes Pangaea units more in line with Ulm, and someone else gives Ulm units some sneak abilitys. Eventually everything is high and too much the same. Luckily the game doesnt automatically include all mods so the Devs dont have to play Bad Guy of nerfing everything for balance.

The are some good mods but I avoid most of them. I play mostly with the map commands. The mods that create a new race to play with are fun though like the Hoburg Hobbits and the Troll race.

[ February 27, 2004, 00:44: Message edited by: Gandalf Parker ]

Wauthan February 27th, 2004 09:27 AM

Re: WHY MOD ?
 
No matter how good a game is it gets boring eventually. Mods get you more milage out of it before you decide to toss the CD into your local game graveyard.

PDF February 27th, 2004 03:01 PM

Re: WHY MOD ?
 
Mods do not allow to cheat in MP, as all players share same mods, activated on the host.
Even if game is very good, mods add variety, new nations/units, balance game where it needs to, even fix bugs, so are always welcome http://forum.shrapnelgames.com/images/icons/icon7.gif .

Buzzbomb February 27th, 2004 04:00 PM

Re: WHY MOD ?
 
All I want is for the AI to make 1 or 2 more fortresses and use its high end troops a little more, can anyone make me a mod that does this? I am quite sure it would be popular. http://forum.shrapnelgames.com/images/icons/icon7.gif

BB

Gandalf Parker February 27th, 2004 04:00 PM

Re: WHY MOD ?
 
One thing I do like about MODs is that the people saying "this is broke" have more options for testing it.

Tricon February 27th, 2004 04:07 PM

Re: WHY MOD ?
 
Modding is also a chance to incorporate a favorite setting (from a book or comic or movie)into a good game engine. For example, the creators of the game could never make an official LotR scenario. But some modders may be willing to give it a go. And though the game in itself is very complex with lot of replay value, some people (myself included) are just curious if a LotR (or any given other) setting would work.

Since the MoO 3 experience I've become a big fan of modding. It should not be abused, but if necessary, should be used, nonetheless.


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