Re: Writing Strategy and CBM
To be honest I don't think they play for most nations is really different, you might choose some other summons or use some other spells etc etc but I don't think national troops where changed much. Pretender design is the same idea, most used pretenders are still viable only others have been strengthened too.
And seriously jeff if you read a .dm file 'like CBM editing existing units you'll almost 100% know what is happening, even a completely new nation mod or something even more ambitious like my dom3000 mod you can nearly 100% understand what is happening. Maybe some obscure commands are not fully clear but most just do what they say AND the vague ones usually don't have that much impact. (only really unclear things could be involving pretenders and their costs and the magic paths to see what number goes where and their randoms)
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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