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Search: Posts Made By: elmokki
Forum: Scenarios, Maps and Mods October 21st, 2011, 03:59 PM
Replies: 54
Views: 17,468
Posted By elmokki
Forum: Scenarios, Maps and Mods October 21st, 2011, 05:00 AM
Replies: 54
Views: 17,468
Posted By elmokki
Re: Randomocalypse 0.2.4 - Random nation generator

I heard a bug of generator generating same nations repeatedly. I added an ability to give a custom seed to help with that to some extent.

Also remember that you can change most of the aspects of...
Forum: Scenarios, Maps and Mods October 20th, 2011, 01:39 PM
Replies: 54
Views: 17,468
Posted By elmokki
Re: Randomocalypse 0.2.0 - Random nation generator

No, (278 2 0 0,6) is correct. For some reason C# likes to print out and convert string to number with , as the decimal marker while inside code the decimal marker is . so therefore it's 0,6 as in 0.6...
Forum: Scenarios, Maps and Mods October 20th, 2011, 12:28 PM
Replies: 54
Views: 17,468
Posted By elmokki
Re: Randomocalypse 0.2.0 - Random nation generator

It shouldn't affect troop amounts. The biggest reason it should be enabled is balance: for example Daughter of Avalon gets buffed fairly heavily (and deservedly).
Forum: Scenarios, Maps and Mods October 20th, 2011, 12:03 PM
Replies: 54
Views: 17,468
Posted By elmokki
Re: Randomocalypse 0.2.0 - Random nation generator

0.2.1 fixes the flag not found thing. I didn't bother to update the first post other than change the link since I figured no-one had downloaded it yet anyway. The mod used to be named Randomacalypse...
Forum: Scenarios, Maps and Mods October 20th, 2011, 10:54 AM
Replies: 54
Views: 17,468
Posted By elmokki
Randomocalypse is not really a mod but a program...

Randomocalypse is not really a mod but a program that generates mods. The idea is to generate 1-14 (that's the amount of flags I've bothered to make) random nations using vanilla game units that are...
Forum: Scenarios, Maps and Mods October 20th, 2011, 10:42 AM
Replies: 2
Views: 3,232
Posted By elmokki
Cataclysm 0.93 - Have your nation defined by magic sites

http://nikita.tnnet.fi/~elmokki/cataclysm.png

This mod has existed for a while already on the other forums and we're playing a multiplayer game with a slightly older version, but I figured out I...
Forum: Scenarios, Maps and Mods October 8th, 2011, 04:47 PM
Replies: 104
Views: 76,475
Posted By elmokki
Re: Adept's Balance Mod 1.00 ready

Currently (CBM 1.92) Marverni has two very viable choices since the axe wielding unit is different in other ways (berserker 3, more hp, less att/def). By buffing the axe you'll risk making Marverni...
Forum: Scenarios, Maps and Mods October 7th, 2011, 07:14 AM
Replies: 104
Views: 76,475
Posted By elmokki
Re: Adept's Balance Mod 1.00 ready

I haven't read this thread in a while and now I read it as a whole.

The critique about the weapon changes is that it doesn't really do anything meaningfully beneficial to the game unless you...
Forum: Scenarios, Maps and Mods October 5th, 2011, 02:13 AM
Replies: 104
Views: 76,475
Posted By elmokki
Re: Adept's Balance Mod 1.00 ready

The weapon changes here are strange to call as balance. Weapon ones might turn weapons more realistic - I honestly have no clue - but it doesn't achieve that much in reality. The thing with buffing...
Forum: Scenarios, Maps and Mods September 27th, 2011, 03:49 AM
Replies: 101
Views: 45,677
Posted By elmokki
Re: MA al-Nadim - The thousand and one nights 1.01)

New version with minor changes up at the first post.
Forum: Dominions 3: The Awakening September 27th, 2011, 02:45 AM
Replies: 139
Views: 55,258
Posted By elmokki
Re: Illwinter's next project

Whatever you use for distribution make it easy to use and make sure the price will be 30 euros or so at most.

As much as I adore GoG, Steam is probably the best platform. Impulse and Gamersgate...
Forum: Scenarios, Maps and Mods September 24th, 2011, 12:15 PM
Replies: 1
Views: 2,795
Posted By elmokki
Re: MA Bubastis (0.3)

New version up with slight changes and a new summon.
Forum: Dominions 3: The Awakening September 17th, 2011, 04:41 AM
Replies: 56
Views: 14,883
Posted By elmokki
Re: Do you use CBM?

I'm not 100% fine with all the CBM changes, but all in all it's a lot better than vanilla for multiplayer. I personally would have to say that anyone not using CBM or some similiar mod in multiplayer...
Forum: Scenarios, Maps and Mods September 11th, 2011, 05:47 AM
Replies: 1
Views: 2,795
Posted By elmokki
MA Bubastis (0.3)

http://nikita.tnnet.fi/~elmokki/bubastis.png
(out of date: lacks Longdead Bubastian and has wrong epithet))

Here's the current description:



Bubastis is an egyptian themed nation of...
Forum: Scenarios, Maps and Mods June 10th, 2011, 08:11 PM
Replies: 1
Views: 3,730
Posted By elmokki
Broken Kingdom (92+12, wrap)

"Centuries ago a thriving kingdom refused to abandon it's deities when a powerful deity wanted to expand it's dominion. As a result of their insolence, the false gods were banished and the kingdom...
Forum: Scenarios, Maps and Mods June 1st, 2011, 04:21 AM
Replies: 1
Views: 3,483
Posted By elmokki
Realm of Rampaging Roaches (78+10, wraparound)

http://nikita.tnnet.fi/~elmokki/rampagingroaches.jpg

Not much to say this time either. Exactly 13 provinces per player for 6 players, so I guess this would fit the so demanded 6 player map...
Forum: Scenarios, Maps and Mods May 30th, 2011, 03:37 PM
Replies: 6
Views: 8,937
Posted By elmokki
Realm of Roaring Rhinos (169+16, wraparound)

http://koti.kapsi.fi/elmokki/dom3/maps/roaringrhinos.jpg
Get it from here: I personally won't link to Dominions 3 content made by me any more and I hope no-one else will either (old links are fine,...
Forum: Scenarios, Maps and Mods March 24th, 2011, 01:44 PM
Replies: 101
Views: 45,677
Posted By elmokki
Re: MA al-Nadim - The thousand and one nights (0.93)

All content I've released for Dominions may be used for any (non-commercial but I doubt that'll ever be a problem) purpose as long as my name is mentioned and I'm informed of it (atleast if it's...
Forum: Scenarios, Maps and Mods March 23rd, 2011, 08:00 PM
Replies: 101
Views: 45,677
Posted By elmokki
Re: MA al-Nadim - The thousand and one nights (0.93)

It's work I've been avoiding (even though I think I remember the mod being mostly in correct ranges last I checked) and I'll definately include it. Thank you.



Those are rough drafts for...
Forum: Scenarios, Maps and Mods March 21st, 2011, 10:01 PM
Replies: 101
Views: 45,677
Posted By elmokki
Re: MA al-Nadim - The thousand and one nights (0.93)

Historically it's probably more or less thematic to give them atleast light lance, but for the mod? I don't know. The biggest issue isn't really if they have a lance or not but that if they have a...
Forum: Scenarios, Maps and Mods March 20th, 2011, 05:01 PM
Replies: 101
Views: 45,677
Posted By elmokki
Re: MA al-Nadim - The thousand and one nights (0.93)

I'm tempted to give Beduin Raiders a lance. It's doubtful that it'd make them too powerful anyway.
Forum: Scenarios, Maps and Mods March 18th, 2011, 11:24 AM
Replies: 101
Views: 45,677
Posted By elmokki
Re: MA al-Nadim - The thousand and one nights (0.92)

New version up at the first post.
Forum: Scenarios, Maps and Mods March 14th, 2011, 08:25 PM
Replies: 101
Views: 45,677
Posted By elmokki
Re: MA al-Nadim - The thousand and one nights (0.91)

There'll be a patch to fix summon path requirements tomorrow.
Forum: Scenarios, Maps and Mods March 14th, 2011, 07:49 PM
Replies: 101
Views: 45,677
Posted By elmokki
Re: MA al-Nadim - The thousand and one nights (0.91)

Instead of studying I actually updated the mod: http://nikita.tnnet.fi/~elmokki/alnadim091.zip

I'd really like some input on things.

First of all, the sacred unit should either be niche or...
Showing results 251 to 275 of 407

 
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