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January 27th, 2008, 09:14 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
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Which Mod Nations are Ready for Prime Time?
As a way to make things more interesting I'm thinking of including some mod nations in the next MP game I host. I'm looking for a list of middle era mod nations that have been tested more than once, that are considered balanced.
Requirements:
1) The nation must be unique and not derivative of an existing dominions3 nation.
2) The nation must have been tested (played more than once in MP).
3) The nation shouldn't be *completely* derivative of another fantasy world. (I.E. I don't want to exactly play the shire hobbits from middle-earth but I wouldn't mind playing a unique halfling nation.)
4) Must be designed for (or easily adaptable to) the middle age.
I have very limited knowledge of the existing mod nations so I'm looking for suggestions. The cream of the crop!
Thanks!
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January 27th, 2008, 09:38 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Which Mod Nations are Ready for Prime Time?
The cream of the crop to my mind are (and there is some bias in including my own here but I'm very proud of it):
Skaven by Sombre
Arga Dis by Sombre
Tomb Kings by me
The Skaven are derivative of the Warhammer nation, but it is _so_ worth it, they are awesome. My Tomb Kings are inspired by the Warhammer nation of the same name, but are not really close to it at all. Most of the inspiration comes from Egyptian stuff (with a few obviously-Warhammery exceptions). Arga Dis, so far as I know, is completely original.
Also normally late-age but fitting fine in middle age are:
Ulm Reborn by Sombre
Vaettiheim by Sombre
Finally, one I haven't tested closely but looks good is Alugra, by Burnsaber.
These are completely subjective opinions, but these are the ones I think are really awesome and get excited about. As you can tell, I'm a fan of Sombre's mods. I'm not thinking super clearly at the moment though (should be in bed), so apologies if I've forgotten anything obvious.
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January 27th, 2008, 10:09 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
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Re: Which Mod Nations are Ready for Prime Time?
Quote:
llamabeast said:
The cream of the crop to my mind are (and there is some bias in including my own here but I'm very proud of it):
Skaven by Sombre
Arga Dis by Sombre
Tomb Kings by me
The Skaven are derivative of the Warhammer nation, but it is _so_ worth it, they are awesome. My Tomb Kings are inspired by the Warhammer nation of the same name, but are not really close to it at all. Most of the inspiration comes from Egyptian stuff (with a few obviously-Warhammery exceptions). Arga Dis, so far as I know, is completely original.
Also normally late-age but fitting fine in middle age are:
Ulm Reborn by Sombre
Vaettiheim by Sombre
Finally, one I haven't tested closely but looks good is Alugra, by Burnsaber.
These are completely subjective opinions, but these are the ones I think are really awesome and get excited about. As you can tell, I'm a fan of Sombre's mods. I'm not thinking super clearly at the moment though (should be in bed), so apologies if I've forgotten anything obvious.
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Here is a good bellwether test to determine if a nation qualifies: If Illwinter were to have included the game in the official release would they have to be worried about being sued?
Ulm Reborn is out because it is derviative of the already existing Ulm.
I'll take a look at these. Keep the suggestions coming!
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January 28th, 2008, 12:26 AM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Which Mod Nations are Ready for Prime Time?
Stigia (by Amos) is fairly well balanced. Their national pretender is insane, but you can just disable him. I don't think it's been played in MP yet.
Theran Empire (also by Amos) is slightly weak, and has some features that would need to be disabled. I'd be willing to give it a shot in MP, myself, though.
I want to start a massive MP game after I've finished fiddling with everyone else's mods for mine own poirposes, and ironing out kinks so that they all run at once.
This'll take me (at least!) a few weeks until after the patch is out.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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January 28th, 2008, 02:42 AM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
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Re: Which Mod Nations are Ready for Prime Time?
Quote:
DrPraetorious said:
Stigia (by Amos) is fairly well balanced. Their national pretender is insane, but you can just disable him. I don't think it's been played in MP yet.
Theran Empire (also by Amos) is slightly weak, and has some features that would need to be disabled. I'd be willing to give it a shot in MP, myself, though.
I want to start a massive MP game after I've finished fiddling with everyone else's mods for mine own poirposes, and ironing out kinks so that they all run at once.
This'll take me (at least!) a few weeks until after the patch is out.
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My general thought is similar... start to add a few of the best unique modded nations to all future regular games.
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January 28th, 2008, 03:44 AM
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Major General
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Join Date: Feb 2005
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Re: Which Mod Nations are Ready for Prime Time?
One issue is that CBM is starting to shape up to the point that I'd consider using it.
Forks drive QM completely nuts, but I might include the best half a dozen changes made by CBM in such a mod.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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