.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

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #11  
Old September 13th, 2010, 10:46 PM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: OT: Master of Magic unofficial patch v1.40f

Quote:
Originally Posted by B0rsuk View Post
Quote:
Originally Posted by Foodstamp View Post
I've been playing with this patch for a while and I love it. I recommend going into the settings and changing the random monsters setting to spawn more frequently.
Can you enlighten me what the two extra difficulty options do ? Monsters Gone Wild - is that spawning frequency ? How about the other one ?


Quote:
The AI plays more intelligently. You really notice it in their city placement.
The developer tried to make it even better, but it turned out to be harder than expected. In particular he spent 2 weeks trying to make AI understand "tiny islands with towers" are no good places to send settlers to. He also tried to make AI stop sending empty ships.

Quote:
For an added challenge, I modded this patch and gave all the settlers swimming. It makes a tremendous difference in how good the AI plays.
HOW have you done it ? Do you know assembly ? One thing I would love to see is bowmen having strenght 2 missile attack by default. They're so pitiful otherwise, and considering swordsmen come earlier it shouldn't cause balance problems.

Monsters gone wild make the monsters from ruins spawn more frequently and with larger stacks after the initial start of the game. Revolting rebels or whatever it is called makes the neutral cities more aggressive in how many units they send and what kinds.


I used an editor to edit the patch. I made a few other little changes too such as alchemist guild for Trolls, 4 units in war bears, first strike for Gnoll wolf riders. I gave some of the crappy heroes new abilities to make them a slight bit more useful.

The site I downloaded the editor from is now defunct, but I have a copy of it laying around here. Ah here it is, as a matter of fact here are 3 editors I am going to attach to this post.
Attached Files
File Type: zip Master of Magic Modding.zip (60.0 KB, 199 views)
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
The Following 5 Users Say Thank You to Foodstamp For This Useful Post:
 

Bookmarks

Tags
fanmade, master of magic, mom, patch, unnoficial

Thread Tools
Display Modes

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.