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Search: Posts Made By: normalphil
Forum: Scenarios, Maps and Mods April 22nd, 2007, 05:38 PM
Replies: 32
Views: 6,486
Posted By normalphil
Re: Vanilla Mods to Official Mods-The *OUML*

A better way to go about this is to include mods in certain MP games by agreement.

For game-community wide inclusions, I'll put it this way:

You can't even get people not to throw fits over...
Forum: Scenarios, Maps and Mods April 22nd, 2007, 04:14 PM
Replies: 22
Views: 5,323
Posted By normalphil
Re: Nation Idea: LA Oceania

OK, let's cast our nets.

The objective is to envision a triton-centric LE oceanan nation, for the purpose of competing with LE R'lyeh beneath the waves.

Here's my dominating constraint; ME...
Forum: Dominions 3: The Awakening April 22nd, 2007, 03:36 PM
Replies: 159
Views: 27,494
Posted By normalphil
Forum: Scenarios, Maps and Mods April 22nd, 2007, 02:31 PM
Replies: 22
Views: 5,323
Posted By normalphil
Re: Nation Idea: LA Oceania

If you view LE Mictlan as an Atlantean faction that just happens to be 99.9% human stand-ins, you're there already.
Forum: Scenarios, Maps and Mods April 22nd, 2007, 01:25 PM
Replies: 22
Views: 5,323
Posted By normalphil
Re: Nation Idea: LA Oceania

Ichtyids in general sounds interesting, and this is more than just a person who's joys in life include watching massive phalanxes of ichtyids scour the coasts and shallows talking.

As identified,...
Forum: Dominions 3: The Awakening April 22nd, 2007, 03:27 AM
Replies: 159
Views: 27,494
Posted By normalphil
Re: Dud nations

I think MA Ulm is pretty much in its zone (even if the MR lowering got excessive; why are they below-average MR that national spells and drain-scales bring up to average? Shouldn't they be average MR...
Forum: Scenarios, Maps and Mods April 18th, 2007, 08:48 PM
Replies: 65
Views: 18,768
Posted By normalphil
Re: New Mod: Law of the Commonwealth

I've played it and I like it, it's a good npc for me. I'm curious about why it was decided to place it in middle-era, though.
Forum: Dominions 3: The Awakening April 13th, 2007, 10:59 AM
Replies: 50
Views: 10,094
Posted By normalphil
Re: More dynamic/progressive PD

You know, that's what I thought the existing system was. Which is to say, who amoung us ever built an Alae Legionaire? All mine show up as province defense points. And there's a /lot/ of them.

To...
Forum: Dominions 3: The Awakening April 10th, 2007, 07:15 PM
Replies: 72
Views: 9,706
Posted By normalphil
Re: Tir na n\'Og and Eriu

I enjoy ribbing on Helhiem as much as the next man, but to be honest I'm not exactly invested in doing more than that. It's a nation.

And I wouldn't like to see glamour itself acted against......
Forum: Dominions 3: The Awakening April 8th, 2007, 08:37 PM
Replies: 5
Views: 2,127
Posted By normalphil
Re: Appearing armies?

First off, shame on you for playing Helhiem against the poor AI. Turn on the 'neighbors' filter and you'll see why it happenned.
Forum: Scenarios, Maps and Mods April 6th, 2007, 12:09 PM
Replies: 13
Mod: Tarentmod
Views: 9,966
Posted By normalphil
Re: Tarentmod

make name files with only one name in it, reference the file for the hero.

Was going to do it in my Hoburg Kingdom mod, but there's really no point; Calling The Sharpshooter 'Rickard' and 'Der...
Forum: Dominions 3: The Awakening April 4th, 2007, 06:58 PM
Replies: 72
Views: 9,706
Posted By normalphil
Re: Tir na n\'Og and Eriu

They're (firbolgs) in Edi's unit database already. Basically really good humans, not supernatural humans.
Forum: Scenarios, Maps and Mods April 4th, 2007, 06:55 PM
Replies: 14
Views: 9,523
Posted By normalphil
Re: New Mod: The Hoburg Kingdom

Version 0.8

Starting units and province defenses reduced. Non-hero cavalry given a new 'gore' attack at reduced attack skill. Adds a late-game unit summon. Some text changes.
Forum: Dominions 3: The Awakening April 3rd, 2007, 11:05 PM
Replies: 36
Views: 7,385
Posted By normalphil
Re: Best MA Calvary Unit

Black Knight.

They don't work 100% of the time, but when they don't: no matter what happens, there's always another unit of black knights to throw at the problem. "Good enough" beats "the best".
Forum: Scenarios, Maps and Mods April 3rd, 2007, 06:35 PM
Replies: 14
Views: 9,523
Posted By normalphil
Re: New Mod: The Hoburg Kingdom

PD is supposed to be very powerful, LE Tien Chi level. Literally an extremely large well-organized and outfitted national militia. But I've gone back and looked at it.

Province Defense
For the...
Forum: Dominions 3: The Awakening April 2nd, 2007, 01:41 PM
Replies: 4
Views: 1,941
Posted By normalphil
Re: Igor Khelm\'s Tome

Heh. Skögu wouldn't like being called /that/ you can bet your hide (literally).
Forum: Scenarios, Maps and Mods March 31st, 2007, 10:07 PM
Replies: 14
Views: 9,523
Posted By normalphil
Re: New Mod: The Hoburg Kingdom

Thanks for the feedback.



I kind of like the overtone of ridiculous pomposity. Three-foot tall people with 10 foot tall names for everything. And Shakos, which is even worse.



My initial...
Forum: Scenarios, Maps and Mods March 31st, 2007, 12:45 PM
Replies: 14
Views: 9,523
Posted By normalphil
Re: New Mod: The Hoburg Kingdom

Version 0.6

Cleans up some sprites I wasn't satisfied with, makes appropriate starting age allocations, and adds nation-specific pretender god "Fallen Wizard".
Forum: Dominions 3: The Awakening March 30th, 2007, 12:51 PM
Replies: 77
Views: 17,030
Posted By normalphil
Re: Balancing the blesses

Life drain would fit as a B9 bonus (blood-drinking/soul drinking weapons, people), but it'd be far to powerful.

The problem that I have with the existing B9 bless is that it just doesn't make...
Forum: Dominions 3: The Awakening March 29th, 2007, 09:43 PM
Replies: 11
Views: 13,237
Posted By normalphil
Re: LA - Ermor - Ashen Empire: Pretenders

LE Ermor is about there being a pretender god of death and ruin out there that is so out of the usual that the mere fact of its existence destroyed the greatest human civilization (after they...
Forum: Scenarios, Maps and Mods March 29th, 2007, 07:59 PM
Replies: 14
Views: 9,523
Posted By normalphil
Re: New Mod: The Hoburg Kingdom

Version 0.5

All sprites done, some stat tweaks and resolving of things that were causing glitches. Have a working engineer now by copystat-ing Ulm's one.
Forum: Scenarios, Maps and Mods March 29th, 2007, 11:48 AM
Replies: 14
Views: 9,523
Posted By normalphil
Re: New Mod: The Hoburg Kingdom

Battling the Vaetti would be difficult at this point... the start sites straddle. I'll make everything compatable with the other LE mods next. The banner looks an awful lot like the Hoburg SE special...
Forum: Scenarios, Maps and Mods March 29th, 2007, 11:12 AM
Replies: 31
Views: 7,696
Posted By normalphil
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...
Forum: Scenarios, Maps and Mods March 28th, 2007, 11:30 PM
Replies: 14
Views: 9,523
Posted By normalphil
Re: New Mod: The Hoburg Kingdom

Version 0.4

All unit sprites done, heroes done, spells and summons done, summon sprites done. Only outstanding issues are making sprites for the 'Soldier-King' hero (it uses the Hussar officer one...
Forum: Scenarios, Maps and Mods March 27th, 2007, 10:03 PM
Replies: 14
Views: 9,523
Posted By normalphil
The Hoburg Kingdom v0.91

This is a mod that makes a late-era nation of hoburgs that think they're 18th century Prussians.

It uses nation slot 76, weapon slots 860 through 866, unit slots 2110 through 2133, and sites 791,...
Showing results 26 to 50 of 68

 
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