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Showing results 51 to 75 of 327
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Posts Made By:
Psientist
Forum:
Scenarios, Maps and Mods
August 16th, 2008, 03:58 PM
Replies:
89
Mod:
Mytheology Pretenders 3
Views:
79,889
Posted By
Psientist
Re: Mytheology Pretenders 3
Thanks, Adric17. A lotta time went into it...
Forum:
Scenarios, Maps and Mods
August 13th, 2008, 10:10 PM
Replies:
49
Map:
Antilarium 3 Metamap
Views:
59,378
Posted By
Psientist
Re: Antilarium 3 Metamap
thanks mordici! I await everyone's feedback with nervous anticipation, literally. (one hopes for accolades, but fears the bug reports)
Forum:
Scenarios, Maps and Mods
August 12th, 2008, 06:55 PM
Replies:
49
Map:
Antilarium 3 Metamap
Views:
59,378
Posted By
Psientist
Antilarium 3 Metamap
Announcing my most ambitious project, the Antilarium 4 Metamap (the latest version). I call it a "metamap" because it also includes a special mod to take advantage of all the modding capabilities...
Forum:
Scenarios, Maps and Mods
August 12th, 2008, 06:06 PM
Replies:
177
Dominions 3000 (name confirmed!)
Views:
24,670
Posted By
Psientist
Re: Dominions 3000 (tentative name)
sorry I'm late to this thread. Here are some thoughts.... I made a star trek mod of an old Dominions-esque game called Warlords years ago, and what helped the map problem was.... STARGATES! ...
Forum:
Scenarios, Maps and Mods
August 12th, 2008, 05:35 PM
Replies:
89
Mod:
Mytheology Pretenders 3
Views:
79,889
Posted By
Psientist
Re: Mytheology Pretenders 3
Myth + Theology = Mytheology
Forum:
Scenarios, Maps and Mods
August 12th, 2008, 05:33 PM
Replies:
352
The map that will never be
Views:
128,868
Posted By
Psientist
Re: The map that will never be
Kris O - do you have the sea / land as separate layer files? I don't want to be presumptuous or anything, and I am sensitive to the tremendous amount of creative ownership you've put into this...
Forum:
Scenarios, Maps and Mods
August 12th, 2008, 05:26 PM
Replies:
89
Mod:
Mytheology Pretenders 3
Views:
79,889
Posted By
Psientist
Re: Mytheology Pretenders 3
Halp! I've threadjacked myself!
No, I guess there really isn't a way to copy except by using #secondaryeffect and #secondaryeffectalways, which isn't the same thing. HOWEVER, sometimes they...
Forum:
Scenarios, Maps and Mods
August 12th, 2008, 05:18 PM
Replies:
89
Mod:
Mytheology Pretenders 3
Views:
79,889
Posted By
Psientist
Re: Mytheology Pretenders 3
I learned of that effect via the modders #1 toolkit: Edi's Database http://forum.shrapnelgames.com/showthread.php?t=39211
In another thread on harpooning, somebody mentioned the "piercer" weapon...
Forum:
Scenarios, Maps and Mods
August 12th, 2008, 05:02 PM
Replies:
89
Mod:
Mytheology Pretenders 3
Views:
79,889
Posted By
Psientist
Re: Mytheology Pretenders 3
Harpooning, as instructed to me by the wise Dominions Mod Elders, causes the same effect as nets - defense reduction and next round immobility :...
Forum:
Scenarios, Maps and Mods
August 12th, 2008, 04:46 PM
Replies:
89
Mod:
Mytheology Pretenders 3
Views:
79,889
Posted By
Psientist
Mytheology Pretenders 3
3/14/09 - A new Mytheology update with new units and spells, and the usual rebalancing tweaks!
Description:
51 new units including 17 new Pretenders, 25 new units, and 8 Pretenders formerly...
Forum:
Scenarios, Maps and Mods
August 12th, 2008, 02:36 PM
Replies:
30
Sticky:
Map and mod browser
Views:
65,706
Posted By
Psientist
Re: Map and mod browser
Nice, I particularly like the map browser.
can I throw something on the wish list? I had kicked around making a PHP-based mod browser (but will never, ever get around to making progress on it)...
Forum:
Scenarios, Maps and Mods
August 12th, 2008, 02:04 PM
Replies:
2
Useful, Successful #newitem mods
Views:
9,878
Posted By
Psientist
Useful, Successful #newitem mods
After quite a bit of experimentation (doms v3.17 so far), I have not been able to make the #newitem mod copy many special weapon or armor abilities. the #weapon and #armor commands generally only...
Forum:
Scenarios, Maps and Mods
August 1st, 2008, 10:04 AM
Replies:
17
Wandering Indy Commander
Views:
3,083
Posted By
Psientist
Re: Wandering Indy Commander
Aezeal - "maybe mod the item so it's not boots anymore.. then equip the earth king with hydra armor and ring of regen with it and give it a shadowbrand"
I have tried to mod items from one type...
Forum:
Scenarios, Maps and Mods
July 31st, 2008, 07:30 PM
Replies:
17
Wandering Indy Commander
Views:
3,083
Posted By
Psientist
Re: Wandering Indy Commander
speaking of surprises, I found that if you assign one of the pretender dragons as a unit - say, a bodyguard - it will appear in the humanoid form but transform into dragon form if it takes enough...
Forum:
Scenarios, Maps and Mods
July 31st, 2008, 12:28 AM
Replies:
17
Wandering Indy Commander
Views:
3,083
Posted By
Psientist
Re: Wandering Indy Commander
hey, here's an idea... in my Mytheology mod, I created some summons spells that create a variety of menhirs / standing stones, each with a different attribute (mostly #copystatted from pretenders)...
Forum:
Scenarios, Maps and Mods
July 31st, 2008, 12:24 AM
Replies:
17
Wandering Indy Commander
Views:
3,083
Posted By
Psientist
Re: Wandering Indy Commander
Gandalf:
Yeah, I'll make a contrib if you're patient (work busy now)... but I won't mind if you go ahead without me! I've done a bunch of experimentation with SC combos, and could gen up some fun...
Forum:
Scenarios, Maps and Mods
July 30th, 2008, 06:53 PM
Replies:
17
Wandering Indy Commander
Views:
3,083
Posted By
Psientist
Re: Wandering Indy Commander
Aezeal, that was more my thought - I wasn't really planning anything strategic, just adding an element of randomness to a mapmod. It could certainly add a "theme" to a mod by sprinkling random...
Forum:
Scenarios, Maps and Mods
July 30th, 2008, 05:51 PM
Replies:
17
Wandering Indy Commander
Views:
3,083
Posted By
Psientist
Re: Wandering Indy Commander
From my Antilarium map (an unreleased version I'm still debugging/ balancing), started in province 51, showed up in province 182. Why, trying to determine if it was random? I think it is a fun...
Forum:
Scenarios, Maps and Mods
July 30th, 2008, 05:25 PM
Replies:
17
Wandering Indy Commander
Views:
3,083
Posted By
Psientist
Wandering Indy Commander
I accidentally discovered that if you issue the "Boots of the Planes" to a modded indy commander - s)he may "wander" every once in a while.
At least, that's the best explanation I have for why,...
Forum:
Scenarios, Maps and Mods
July 30th, 2008, 05:23 PM
Replies:
5
Harpooning Anyone?
Views:
2,906
Posted By
Psientist
Re: Harpooning Anyone?
thanks everyone. I was thinking of whether or not it would be appropriate for a giant crab-claw type weapon. Although it sounds funny (a "harpooning" claw"), but it certainly seems to fit the bill...
Forum:
Scenarios, Maps and Mods
July 30th, 2008, 01:15 AM
Replies:
5
Harpooning Anyone?
Views:
2,906
Posted By
Psientist
Harpooning Anyone?
Has anyone figured out what the "Harpooning" weapon effect does? It's not in the mod manual, but it can be used as a weapon secondaryeffect. Immobilization? Automatic next round damage?
Edi's...
Forum:
Scenarios, Maps and Mods
July 13th, 2008, 03:26 AM
Replies:
26
Map:
Antilarium
Views:
10,393
Posted By
Psientist
Re: New Map: Antilarium
OK, I'm working on version 3 of this map. Playing around with implementing a custom mod to implement with the map, so now it can contain custom armies and guardians for the Wells, not to mention...
Forum:
Scenarios, Maps and Mods
July 13th, 2008, 03:23 AM
Replies:
3
#restricted as bitmask - think about it!
Views:
2,378
Posted By
Psientist
#restricted as bitmask - think about it!
So, here is my biggest official patch request - conversion of #restrictedgod in pretender/newmonster and #restricted in newspell mods to a bitmask rather than a lookup table.
Think about it - it's...
Forum:
Scenarios, Maps and Mods
July 12th, 2008, 01:06 PM
Replies:
10
Magic Item Modding
Views:
2,558
Posted By
Psientist
Re: Magic Item Modding
Some notes...
I finally got some #nextspell mods working.
- If you combine #copyspell with #nextspell, things get a little quirky... I can't seem to overwrite all the #copyspell's original...
Forum:
Scenarios, Maps and Mods
July 8th, 2008, 11:45 PM
Replies:
10
Magic Item Modding
Views:
2,558
Posted By
Psientist
Re: Magic Item Modding
I've done a little experimenting with the magic item modding, and I haven't found anything useful I could do with it yet. About all you can do is make a copy of an existing armor, unit, or other...
Showing results 51 to 75 of 327
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