.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 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old January 27th, 2008, 05:24 AM

Mordici Mordici is offline
Corporal
 
Join Date: Dec 2006
Location: My Own Reality
Posts: 64
Thanks: 18
Thanked 0 Times in 0 Posts
Mordici is on a distinguished road
Default Dom 3 Conversion of Dom 2 Nation Mod

There was a clockwork nation mod that replaced Ulm with a nation of machines that needed no supplies for its troops. It was the only mod of its kind released for Dom 2, and was a very much like Ermor without the weaknesses of being undead.

Anyway just wondering if anyone knows if the author of this mod might make a Dom 3 version of this nation?
Reply With Quote
  #2  
Old January 27th, 2008, 09:11 AM
Endoperez's Avatar

Endoperez Endoperez is offline
National Security Advisor
 
Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
Endoperez is on a distinguished road
Default Re: Dom 3 Conversion of Dom 2 Nation Mod

Do you mean Tarent or UlmPunk? Both can be downloaded from www.illwinter.com. The mod format changed only little between the games, so depending on how the mod was done it could work with Dom3 with little or no changes. Balance would be widely different, of course, as gold was much less plentiful in DomII. Also, units' resource costs weren't automatically calculated, so units had much higher #rcosts (resource costs). Any new weapons added by a mod should be given resource costs, and all hamanoid units' resource costs should be brought down to 1.

Tarent works, replacing Sauromatia instead of MA Ulm. That would be changed simply by changing #selectnation 4 with #selectnation 31.

Ulmpunk would need a bit more work, because it uses #newmonster in addition to replacing MA Ulm's own units. The id numbers that were assigned to these units are chosen via DomII standards, and are now occupied by Dom3 units. All #newmonster commands would have to be changed, in addition to changing resource costs and #selectnation.
Reply With Quote
  #3  
Old January 28th, 2008, 03:46 AM

Mordici Mordici is offline
Corporal
 
Join Date: Dec 2006
Location: My Own Reality
Posts: 64
Thanks: 18
Thanked 0 Times in 0 Posts
Mordici is on a distinguished road
Default Re: Dom 3 Conversion of Dom 2 Nation Mod

Thanks for all the info Endoperez. The mod I was thinking of was Ulmpunk. I had alot of fun with that mod cause it was so different from the other nation mods I played with on Dom 2.

I would definitely play that mod again if one were made available for Dom 3!
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 02:46 AM.


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