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				November 10th, 2004, 06:42 PM
			
			
			
		  
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				Re: Mod thought: Muspellheim and Tang
			 
             
			
		
		
		
		A bug, and another finding:  
Instead of Siege Engineer (id 748) Second Ulm had Sapper (749) as a commander. To fix this, replace line 
#reccom 749 
with line 
#reccom 748. 
 
Second Ulm automatically uses Ulm's namelist. Namelists are defined in per-unit basis. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				June 10th, 2005, 07:40 AM
			
			
			
		  
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				Re: Mod thought: Muspellheim and Tang
			 
             
			
		
		
		
		I am bumping this old thread, because even though DomIII is around the corner mods will help to liven up good ol' DomII, and the mods will work in DomIII.  
 
If you are planning a mod, replace the nation that plays like your new nation! 
 
 Nerfix mentioned Finland/Sami themed nation, and how he would like to add it as Vanheim's theme. I think it should replace Ulm or Pythium, as it would have limited access to its more powerful mage-priests and its more common mages would be weaker and vulnerable. 
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				June 10th, 2005, 11:40 AM
			
			
			
		  
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				Re: Mod thought: Muspellheim and Tang
			 
             
			
		
		
		
		I think the Eras place their own limits but why not have Fewnland as a full-fledged mod-nation in Dom III?  
 
Barbarism, strong shamanism, summoning of otherworldly creatures from the Lake and the Northern Fires and the Sampo would be producing wealth for the nation in the early era.  
 
The middle era would be like my suggestion now and the late era would be a bastardized version of Imperial Sweden with better infantry units, Pikemen, improved Hakkapelites, sacred Lifeguard troops and very puny priests and fire/air mages. 
		
	
		
		
		
		
		
		
			
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				June 10th, 2005, 01:17 PM
			
			
			
		  
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				Re: Mod thought: Muspellheim and Tang
			 
             
			
		
		
		
		The best system to remove all modding limits should be to totally remove all harcoding of "abilities" to nations/themes, and allow for any number (the more the better) of "empty" nation and theme slots for modders... 
But surely it's not as simple as that to make ...    
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				June 10th, 2005, 02:52 PM
			
			
			
		  
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				Re: Mod thought: Muspellheim and Tang
			 
             
			
		
		
		
		Hmmm, I think it is going to be like that. I'll go check the info I have on Dom III, I think it was mentioned at either DevDiary or some post that Dom III will have empty nations for modding. 
		
	
		
		
		
		
		
		
			
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				June 10th, 2005, 04:15 PM
			
			
			
		  
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				Re: Mod thought: Muspellheim and Tang
			 
             
			
		
		
		
		DomIIIDevDiary of January: 
Before Christmas we begun a remaking of themes that will 
make things easier. Both changing stuff and modding at a later date. Each theme is now made as a separate nation. This makes it easy to add, remove and change nations. This also removes the need for a nation to exist in a given era. There was no Pythium before 
the break from Ermor.
 
And I am quite sure that somewhere the ability to add Ulm's resource bonuses etc was mentioned. So, no hardcoding and more than enough empty slots. PDF, it seems your sacrifice was accepted.    
There might still be restiction on the number of nations in one game, but new nations can be added freely. Or, that's what I think.  
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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