.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $6.00
World Supremacy- Save $10.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 2: The Ascension Wars

Reply
 
Thread Tools Display Modes
  #1  
Old January 12th, 2004, 07:37 PM
apoger's Avatar

apoger apoger is offline
Second Lieutenant
 
Join Date: Oct 2003
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
apoger is on a distinguished road
Default Re: patch 2.06 out

>Just make several APOGER MODs. A general one for scales and one for each nation to mod. The secrecy is lost, but you can at least choose which nations to mod.


C'mon, when Illwinter makes a new theme it does not replace the main theme, it's simply an option that's selectable. Why make mods ridiculously clunky when you already have a method of adding in content?

Until we have the ability to add/edit/remove any theme, the mod tools are nothing more than a kludge (IMHO).
Reply With Quote
  #2  
Old January 12th, 2004, 07:51 PM
Saber Cherry's Avatar

Saber Cherry Saber Cherry is offline
Major General
 
Join Date: Oct 2003
Location: Crystal Tokyo
Posts: 2,453
Thanks: 0
Thanked 0 Times in 0 Posts
Saber Cherry is on a distinguished road
Default Re: patch 2.06 out

A couple bugs...

Marignon:

1) Missionaries can go over seas without taking units, but are not stealthy! I think they're supposed to be stealthy, because otherwise they are worse than priests (cost 60).

2) Marignon's ocean theme starts with a Friar commander, which is unavailable - should be a captain.

3) "Chartmaker" spelled "Cartmaker" in description.

4) Not a bug, but... they no longer have a cheap commander unit! Cheapest commander has cost 75, more expensive even than Abysia, Rlyeh, and Jotunheim. (P.S. I suggest a "Retired Sea Dog" - his sailing days are over but his pension is too small, so he comes out of retirement to use his commanding presence, though he stays on land only. Starts with 2 random afflictions, usually "lost an eye" and "limp").

Ulm:

1) Commander is shown with a sword & shield, but equipped with a pike and shield (3 hands).

2) Master Alchemist cannot do alchemy without magic picks. Seems a bit odd... =) (P.S. At 50 points, I'd expect him to start with 1 magic level, like the 55 point human mages. Fire or earth would be thematic for an alchemist.)

-Cherry

[ January 12, 2004, 18:01: Message edited by: Saber Cherry ]
__________________
Cherry
Reply With Quote
  #3  
Old January 12th, 2004, 07:55 PM

johan osterman johan osterman is offline
Captain
 
Join Date: Aug 2003
Posts: 883
Thanks: 0
Thanked 13 Times in 5 Posts
johan osterman is on a distinguished road
Default Re: patch 2.06 out

Quote:
Originally posted by Saber Cherry:
Concerning Smite Demon,

It says "Magic Resistance Negates". Is there any penetration bonus? With the normal penetration of 11, smiting a mere imp (MR=13) would only work 37% of the time, and a devil (MR=17) would be 14%... and this from expensive level 3 priests! I would think a penetration of 15 would be minimal, and 16 or 17 about right, considering that demons tend to have very high magic resistance...
Penetration on the level you suggest with the spells 15 armor negating damage and 100 precision would be a bit much, I think. As it is it is worse than dom1 banishment used to be againt imps but better than banishment against small numbers of powerful demons.
Reply With Quote
  #4  
Old January 12th, 2004, 07:58 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: patch 2.06 out

Quote:
Originally posted by apoger:

C'mon, when Illwinter makes a new theme it does not replace the main theme, it's simply an option that's selectable. Why make mods ridiculously clunky when you already have a method of adding in content?

Because our way of adding it is WAY more clunky than the stuff you have. Adding a new theme requires me to make sprites and add them in one file, statistics in one file, magic in another, the units for the theme in one place, colours in another place, etc.

You have everything in one text file. Therefore the current solution. It might very well be changed without too much difficulties.

Neither of us at Illwinter have ever played modded games, so we're quite new to the concept. This is the first try. I like it, but it can be improved.
__________________
www.illwinter.com
Reply With Quote
  #5  
Old January 12th, 2004, 08:00 PM
Kristoffer O's Avatar

Kristoffer O Kristoffer O is offline
General
 
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
Kristoffer O is on a distinguished road
Default Re: patch 2.06 out

Quote:
Originally posted by SurvivalistMerc:
Kristoffer,

Thanks for the prompt response.

If I patch, will a game begun in 2.02 keep the scales of 2.02, which is what I think most folks would like, or will it "update" the scales automatically with no way to reverse the update, which is what I understand your comments to indicate is what will happen?

Thanks.
Yes, the scales will be "updated".
__________________
www.illwinter.com
Reply With Quote
  #6  
Old January 12th, 2004, 08:26 PM

PrinzMegaherz PrinzMegaherz is offline
Sergeant
 
Join Date: Dec 2003
Location: Würzbueg, Germany
Posts: 397
Thanks: 0
Thanked 0 Times in 0 Posts
PrinzMegaherz is on a distinguished road
Default Re: patch 2.06 out

Thanks to Illwinter for recuperation!

Now I love my White Bull even more
Reply With Quote
  #7  
Old January 12th, 2004, 08:44 PM

SurvivalistMerc SurvivalistMerc is offline
Second Lieutenant
 
Join Date: Nov 2003
Posts: 419
Thanks: 0
Thanked 0 Times in 0 Posts
SurvivalistMerc is on a distinguished road
Default Re: patch 2.06 out

Thanks, Kristoffer.
Reply With Quote
Reply

Bookmarks

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 03:45 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.