Re: Concerning mods
You can get started on alot of modding even before the patch. If you download the MODs available on the illwinter site, and look at the old Dom1 documentation about Monster Editing (also available on their site) then you will be able to see what I think is 90% of the how-to.
Plus, alot of things can be done with the .map commands already available if you can creatively work with units already in the game.
One that I did for Dom1 used the fact that Man is almost completely the same as the bulk of the independent units. So I made Man the "King of Independence". Knock out his home sites and he loses almost all of his special units. Give him a god that dies insantly when it shows up. And scatter a dozen man-owned castle/lab/temple provinces all over the map.
Im considering a couple now for the "AI is too easy" crowd (an Ermor, Atlantis, Rlyeh alliance with Ermor on an island protected by the other two) and one for the "Ermor is too easy to win with" crowd (alliances with priestly races. Marignon, TienChi, Man-Tuatha, Pythium, Arcos? some combo of them). Maybe one for the "Ulm kicks tail" crowd that pushes magic up fast.
If anyone else wants to do these feel free. None of them really need the modding ability to do.
[ January 11, 2004, 13:04: Message edited by: Gandalf Parker ]
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