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June 7th, 2008, 04:55 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Thanked 304 Times in 123 Posts
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Re: Version 0.91
Well, I'm still in the army, so my is still limited even after I get the laptop. So it's like moving from being on hiatus to moving on crawl speed.
*shrugs* a change for the better at least.
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See this thread for the latest info concerning my mods.
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September 1st, 2008, 01:56 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: City of Wonders 0.91
I'm looking for players to test this mod in MP. 3 volunteers should be sufficient to make long enough test game. Say if want to play Alugra, the game would just more objective if I'm not playing Alugra.
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If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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September 19th, 2008, 01:50 PM
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Sergeant
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Join Date: Dec 2006
Location: The wild barbaric north
Posts: 215
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Re: City of Wonders 0.91
I will be playing this nation in the forthcoming mod nations game so if you want I will report anything I find that is completely off balance.
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September 19th, 2008, 03:35 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: City of Wonders 0.91
Quote:
Originally Posted by Ferrosol
I will be playing this nation in the forthcoming mod nations game so if you want I will report anything I find that is completely off balance.
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Yeah, that would be awesome. What name is the game? I'd like to keep an eye on the thread.
I've compared the gifted units to troops of other EA nations and they were comparable, so I think they're balanced. Especially with their inherit weaknesess that human player will likely abuse (Watchmen hate poison, Smiths Lighting, Villains combat magic and magic weapons..). They might take an unprepared opponent by suprise, thought.
I have tons of suggestion and hints going on my mind, but I think I'll stand back and watch. It will be really intresting to see what stragedy yuo'll choose (and how it fares out).
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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September 29th, 2008, 10:43 AM
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Corporal
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Join Date: Jul 2007
Posts: 106
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Re: City of Wonders 0.91
Spell "Experiment" does not work. It is not represented in the list of spells when I try to cast it.
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September 29th, 2008, 12:52 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: City of Wonders 0.91
Quote:
Originally Posted by Natpy
Spell "Experiment" does not work. It is not represented in the list of spells when I try to cast it.
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That's odd.. I'll try to take a look on the issue. I never got around to test the "experiment" & "improved experiment" spells. Thought that they would work since they show up on the list. You sure that your mage had sufficient blood magic?
I've tested all other spells, so they should work, if that's any help.
Thanks for reporting the issue
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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September 29th, 2008, 03:47 PM
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General
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Join Date: Oct 2006
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Re: City of Wonders 0.91
I'm not too familiar with this mod-sorry, I was checking it out when my last laptop broke-but, going along with the whole SuperHero element that it represents (as far as I can remember, anyway), and given that we now have the 'Unique' tag, it seemed to me that it might be fun if you included a set of "Unique Experiment" spells, labeled by number only, say-but with fun descriptions (to cause a bit of confusion, since we can't do random summons yet), each of which summoned up a unique superhero type hero/critter.
Just a thought.
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You've sailed off the edge of the map--here there be badgers!
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September 29th, 2008, 03:57 PM
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Corporal
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Join Date: Jul 2007
Posts: 106
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Re: City of Wonders 0.91
Yes I am sure.
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October 8th, 2008, 05:23 PM
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Sergeant
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Join Date: Dec 2006
Location: The wild barbaric north
Posts: 215
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Re: City of Wonders 0.91
Btw I forgot to post this originally but now that the mod nations game has started if any of you are still interested in the city of superheroes progress, you may get occasional glimpses into my progress (or lack thereof) here http://forum.shrapnelgames.com/showthread.php?t=40609
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October 10th, 2008, 02:25 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: City of Wonders 0.91
Quote:
Originally Posted by HoneyBadger
I'm not too familiar with this mod-sorry, I was checking it out when my last laptop broke-but, going along with the whole SuperHero element that it represents (as far as I can remember, anyway), and given that we now have the 'Unique' tag, it seemed to me that it might be fun if you included a set of "Unique Experiment" spells, labeled by number only, say-but with fun descriptions (to cause a bit of confusion, since we can't do random summons yet), each of which summoned up a unique superhero type hero/critter.
Just a thought.
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Nice thought. It's just a tad late. I'm not really into adding any new units. It's quite a ragtag collection of units at the moment really.
But it seems that I have to figure out something to replace the "experiment" - spells. It's just too thematic thing for villains to cast. It's a shame that copyspelling crossbreeding doesn't seem work.
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
Last edited by Burnsaber; October 10th, 2008 at 02:31 PM..
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