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June 16th, 2005, 07:23 AM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
Posts: 3,465
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unified community mod
So many gifted modders in the community giving us many wonderful mods.
I am just thinking how great it would be if some of those individuals combine to make one central mod with all the balance changes and added content in.
So that DOM will have one final mod that combines all the wisdom gathered in the few years it's out regarding balance, exploits etc.
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June 16th, 2005, 09:56 AM
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Lieutenant General
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Join Date: May 2004
Location: Bavaria , Germany
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Re: unified community mod
It's already out with Zen's Balance mods.
Soon he will publish a nation balance mod too, then his series is totally complete.
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June 16th, 2005, 10:39 AM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: unified community mod
Cant you just append the .dm files to each other and get something that might run?
Heehee that might be fun to try.
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June 16th, 2005, 10:50 AM
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General
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Join Date: Sep 2003
Location: United Kingdom
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Re: unified community mod
Alas, Dom 2 prioritises which mod takes precedence over which: if memory serves, the last mod (alphabetically) rules over all previous mods, so two mods cannot change the same thing. I guess the same will happen if you copy-paste all .dm into one monster .dm file: the one last change should be the one ruling them all.
You could have some fun with the special nations however: if you add SC Units mod and a mod changing all the nations, you will have units taking random values, and assorted fun.
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June 16th, 2005, 01:31 PM
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Lieutenant General
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Join Date: Dec 2003
Location: Alaska
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Re: unified community mod
Quote:
Boron said:
It's already out with Zen's Balance mods.
Soon he will publish a nation balance mod too, then his series is totally complete.
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Yes, I think the aim is a complete mod (or at least a pack of mods that add up to one) like izaqyos is talking about.
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June 16th, 2005, 12:16 PM
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Second Lieutenant
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Join Date: Sep 2003
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Re: unified community mod
I don't think there's any real consensus as to what constitutes "balance". Various things are changed by various mods, and many players agree with some things, and disagree with others. I think we'll all just have to pick and choose among the available mods for the forseeable future.
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June 16th, 2005, 12:50 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: unified community mod
Quote:
Truper said:
I don't think there's any real consensus as to what constitutes "balance". Various things are changed by various mods, and many players agree with some things, and disagree with others. I think we'll all just have to pick and choose among the available mods for the forseeable future.
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I agree.
Nevertheless I have seen examples in other games of efforts to create a community mod. examples that come to mind, AOW-SM, HOMM-IV (equilibrius) and HOMM-III (WOG).
Disagreements about balance issues are ironed out and a realy complete and quality mod is the result.
About Zen's mods, It would have been nice had all his mods been consolidated into one.
In my experience it is very rare that only one of the mods is used. Usually they are all used.
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June 16th, 2005, 01:28 PM
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General
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Join Date: Jun 2003
Location: az
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Re: unified community mod
I agree it will be very difficult and almost impossible for everyone to agree with one MOD... for any game. One suggestion which does come to mind which I'm sure everyone would agree with would be some MOD which made more independent creatures/units available. Thus mapmakers could provide a more unique experience for new maps and existing maps. Also combine this MOD to help the computer opponents from starving.
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