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November 10th, 2007, 09:44 PM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
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Thanked 187 Times in 66 Posts
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New Mod Released: Stun Mod ...testing requested
#modname "Stun Mod"
#description "This mod adds stun effects to all weapons in the game. Magic attacks aren't currently modded."
#version 0.1
--- Rationale: Getting punched is more exhausting than punching.
--- Apart from obvious balance issues, it's never made sense to me that after a unit gets hit, it's no less likely to get hit again. I've been beaten up several times, and can confirm that after being hit the first time, it becomes rather difficult to defend yourself.
--- Instead of complaining about it, I decided to build a simple mod that causes all weapons to inflict stun damage in addition to normal damage. As per the manual, fatigue reduces defense, so light infantry should have a much more difficult time when going toe-to-toe with heavy infantry, and archers that have sustained continuous counter-fire won't be quite so effective against the phalanx that finally attacks them in round #12.
--- I suspect this will severely imbalance the game, but I've been surprised in the past how robust Dom3 is, and it could in fact make for an interesting, albeit different, game.
--- I'd of course be interested in any feedback. Feel free to PM me @ cleveland on the forum.
--- Thank you to llamabeast for specifying the correct coding.
--- Thank you to Edi for the Dom3 DB, without which this wouldn't have been attempted.
[INSTALLING - just unzip & drop the .dm file in the "mods" folder in your game directory...ingame, go to Preferences --> Mod Preferences --> click "Stun Mod"]
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November 10th, 2007, 10:08 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
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Re: New Mod Released: Stun Mod ...testing request
Let me guess, by applying a second effect you overwrite all existing second effects, thus rendering weapons like the Fire/Ice swords etc. kinda useless? Just thinking aloud...
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November 10th, 2007, 10:15 PM
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Captain
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Join Date: Oct 2007
Location: guess - and you'll be wrong
Posts: 834
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Re: New Mod Released: Stun Mod ...testing request
Nope, only applied secondary effect of stun to all weapons that both (1) had no secondary effect, and (2) weren't already dt_stun.
Any weapon that already has a secondary effect will apply that effect, which in turn will apply stun damage.
For example, if the original weapon #1 had secondary effect of weapon #2, only weapon #2 has been modified to produce stun effects.
So with the mod enabled, you hit with weapon #1, which applies weapon #2, which applies stun damage.
Was that even remotely lucid?
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November 11th, 2007, 02:20 PM
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General
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Join Date: Feb 2007
Location: R'lyeh
Posts: 3,861
Thanks: 144
Thanked 403 Times in 176 Posts
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Re: New Mod Released: Stun Mod ...testing request
Makes sense, sounds good. Don't know about balance, those Stone Birds and Gloves of the Gladiator are now a whole different story from what they've been before I guess.
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November 12th, 2007, 03:00 PM
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Brigadier General
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Join Date: Oct 2006
Location: Northern Ireland
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Re: New Mod Released: Stun Mod ...testing request
But then it would be quite tiring to be repeatedly beaten around the face with a stone object, would it not?
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November 12th, 2007, 10:03 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
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Thanked 855 Times in 291 Posts
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Re: New Mod Released: Stun Mod ...testing request
From my personal experience of being whacked repeatedly about the face by a crazed animated stone bird, tiring is a good description.
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November 12th, 2007, 10:14 PM
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General
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Join Date: Oct 2006
Posts: 3,445
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Re: New Mod Released: Stun Mod ...testing request
All I know is, I never lost a fight before I got married, and never won one after I got married.
__________________
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