.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars > Multiplayer & AARs

Reply
 
Thread Tools Display Modes
  #1  
Old June 18th, 2004, 12:13 AM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default MP Game - Modded nations only

I'd like to start a new game that will actually use some of the modded nations that people have developed out there. The basic settings will be my standard ones.

Independents 6
Magic sites 50%
15 heroes
Renaming on
Karan map.

The other rule is that your nation must not be one of those included with the game. The mod must first be cleared with me, but most of those that are available should be okay. I myself will be playing the Broken Empire of Ermor with my Thaumaturg mod. The other modification that will be used to start is that the Moloch will have its auto-spawning imps removed.
Reply With Quote
  #2  
Old June 18th, 2004, 12:19 AM

Scott Hebert Scott Hebert is offline
Second Lieutenant
 
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
Scott Hebert is on a distinguished road
Default Re: MP Game - Modded nations only

You can remove the Moloch's Imp problem in a mod? How do you do that (for his sake and for the others as well)? Can you add auto-generation (per turn, not per battle) to a Pretender as well?

And if anyone wants to use my Blood Arco mod, Graeme, will you allow it?
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
Reply With Quote
  #3  
Old June 18th, 2004, 12:34 AM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: MP Game - Modded nations only

Quote:
Originally posted by Scott Hebert:
You can remove the Moloch's Imp problem in a mod? How do you do that (for his sake and for the others as well)? Can you add auto-generation (per turn, not per battle) to a Pretender as well?
You remove the imps by using the #clear command and then rebuilding the stats of the Moloch. I don't think there is any way to add auto-generation per turn or with a "summon allies" command currently.

Quote:
And if anyone wants to use my Blood Arco mod, Graeme, will you allow it?
I'd have to have the mod itself, but if it just changes the 2 astral on the mystics to 2 blood then it's definetly a worthwhile candidate.
Reply With Quote
  #4  
Old June 18th, 2004, 01:10 AM

Scott Hebert Scott Hebert is offline
Second Lieutenant
 
Join Date: Feb 2004
Location: Titusville, FL
Posts: 450
Thanks: 0
Thanked 0 Times in 0 Posts
Scott Hebert is on a distinguished road
Default Re: MP Game - Modded nations only

Quote:
You remove the imps by using the #clear command and then rebuilding the stats of the Moloch. I don't think there is any way to add auto-generation per turn or with a "summon allies" command currently.
Ah, neat. So you can solve all of the 'Pretender problems' with mods. Interesting. But don't you find the Moloch to be a little _too_ powerful without the Imp drawback?

Quote:
I'd have to have the mod itself, but if it just changes the 2 astral on the mystics to 2 blood then it's definetly a worthwhile candidate.
It does the following:

1. Switch out Astral on Mystic for Blood.
2. Switch out Nature on Priestess for Blood.
3. Lower 3 Random on Mystic to 2 Random, fix Random picks in one field.

It should be able to be used with either theme. I could also switch out Orokestes's Astral with Blood, if you want.
__________________
Scott Hebert
Gaming Aficionado
Modding Beginner
Reply With Quote
  #5  
Old June 18th, 2004, 01:20 AM

Norfleet Norfleet is offline
Major General
 
Join Date: Jan 2004
Posts: 2,425
Thanks: 0
Thanked 0 Times in 0 Posts
Norfleet is an unknown quantity at this point
Default Re: MP Game - Modded nations only

Quote:
Originally posted by Scott Hebert:
But don't you find the Moloch to be a little _too_ powerful without the Imp drawback?
The Moloch is SUPPOSED to be that powerful, given his chassis cost. The Imps are supposed to be a BENEFIT, but due to the vagaries of the system, have instead become a drawback. Somewhere, Illwinter is laughing.
Reply With Quote
  #6  
Old June 18th, 2004, 01:50 AM
Graeme Dice's Avatar

Graeme Dice Graeme Dice is offline
General
 
Join Date: Nov 2000
Posts: 3,013
Thanks: 17
Thanked 25 Times in 22 Posts
Graeme Dice is on a distinguished road
Default Re: MP Game - Modded nations only

Quote:
Originally posted by Scott Hebert:
But don't you find the Moloch to be a little _too_ powerful without the Imp drawback?
He's more expensive than the prince of death, and has better stats, but also has a base encumbrance of 1.

Quote:
3. Lower 3 Random on Mystic to 2 Random, fix Random picks in one field.
I'm not sure about this one, since only kings of the deep normally get that benefit.

Quote:
It should be able to be used with either theme. I could also switch out Orokestes's Astral with Blood, if you want.
That would be good.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 06:35 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.