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

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  #1  
Old May 2nd, 2005, 04:23 PM

Jurri Jurri is offline
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Default Re: Invisible Swarm III: open

I want in, too! I don't know which nation yet...

I'm not sure if having both the zen mods and SCs mod is a good idea, though. Consider: Zen mods make army-killing spells harder to cast and army-buffing spells easier to cast. Cherry mod makes it much easier to make large armies... You see where I'm getting at, right? That said, the mods don't address life-drain and clamming (right?), so it may be inconsequential

Now that I'm thinking about the settings, well, if you don't mind me yammering on a bit more perhaps we could use some wrap-around map instead? I've fallen in love with them as of late, since they secure more even starting positions for everyone, besides making the game more action-oriented!
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Old May 2nd, 2005, 05:00 PM

Aku Aku is offline
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Default Re: Invisible Swarm III: open

Hoarding items are untouched in the mods so things should work out fine.

I personally like the Karan map because it looks nice and the wrap around maps I have played are dull looking.
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  #3  
Old May 2nd, 2005, 05:21 PM

CUnknown CUnknown is offline
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Default Re: Invisible Swarm III: open

Yes, Jurri! I am hoping to see some huge armies going at it!! Perferably mine stomping everyone elses, bwhahahah!!!!!

Hehe, that being said, if we get a 2nd vote for either no Zen spell mod or no Saber Cherry mod, we will get rid of one or the other.

The Zen pretender mod and Zen scales mod are being used no matter what! The current version of all mods will be used. (which is that?) Also, the current patch (2.16) will be used.
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Old May 2nd, 2005, 05:41 PM

Resok Resok is offline
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Default Re: Invisible Swarm III: open

Heya, haven't posted much but I've lurked ALOT. I've been using this exact set of mods myself with single-player. This would be my first multiplayer game but I think I'd like to give it a shot since I don't see many HEAVILY modded games like this. I believe that SC's mod is on version 7.50 atm, and Zen's mods are versions: 1.8 (spell) 2.01 (Pretender), and 1.2 (scales). All 4 of these mods can be found at www.dominions-2.org.

I'd like to try out C'tis. How often are the turns going to be processed?

Also... my vote is definately to use all 4 of the mods... they're nothing but improvements to an already great game imho.

Resok
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Old May 2nd, 2005, 06:13 PM
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Manuk Manuk is offline
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Default Re: Invisible Swarm III: open

Where is this game located?
is it in any server?
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Old May 2nd, 2005, 06:20 PM

Jurri Jurri is offline
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Default Re: Invisible Swarm III: open

Quote:
Resok said:
Heya, haven't posted much but I've lurked ALOT. I've been using this exact set of mods myself with single-player. This would be my first multiplayer game but I think I'd like to give it a shot since I don't see many HEAVILY modded games like this.
Hehe, so you're a veteran rookie, so to speak Welcome aboard, I'm expecting you to show us just what these mods do when put together!

I am not dead set against using all the mods, certainly. It might be very interesting, too...

I might try my hand with R'lyeh.
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Old May 2nd, 2005, 06:31 PM

Aku Aku is offline
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Default Re: Invisible Swarm III: open

ooooo a new version of sc's mod!
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Old May 2nd, 2005, 07:11 PM

Resok Resok is offline
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Default Re: Invisible Swarm III: open

Hahah, one might say that. Thanks for the welcome! I'll certainly try to at least put up a fight

I'm open for any map myself... I'm used to playing on huge maps (my single player fave is the Faerun map-424 provinces) but smaller maps certainly make it so we all clash rather quickly which keeps things quite interesting in multiplayer.

Resok
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  #9  
Old May 3rd, 2005, 05:35 AM
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Saber Cherry Saber Cherry is offline
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Default Re: Invisible Swarm III: open

Quote:
Jurri said:I'm not sure if having both the zen mods and SCs mod is a good idea, though. Consider: Zen mods make army-killing spells harder to cast and army-buffing spells easier to cast. Cherry mod makes it much easier to make large armies...
Personally... I'd say that while my mod makes does large armies easier to make overall, it makes large armies of good units only slightly easier to make, and in some cases a bit more difficult. The mod only makes large armies of bad units much easier to make The mod is designed to work well in conjunction with Zen's mods; I kept note of them while creating it (the weapon and armor IDs he uses do not overlap with mine, for example).

Playing solo, I prefer to use my mod + Zen's Pretenders + Zen's Magic. But I will admit to a slight bias
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  #10  
Old May 3rd, 2005, 08:57 AM

Jurri Jurri is offline
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Default Re: Invisible Swarm III: open

Well, yeah, but most battfield-wide buffs don't much care for what exactly is being buffed! Army of Gold makes five 3 gold militia a no-brainer compared to one black plate of Ulm, in the way of an example. And with the requirements to cast said spell toned down, it's available to anyone with an E2 mage, with a not-so-high research-level. Also, with the change in the supply modifier there really isn't a problem in fielding five times as large militia armies as the black-plate armies would be (At least I don't see the point in having more than ~50 black plate in an army, and that's a large one at that.)

I guess what I fear is that the armies fielded tend to homogenize, as the buffs are easy to cast and the differences in unit cost so huge. 23 militia or 1 van, when you have weapons of sharpness available? 53 militia or 1 niefel giant assuming you have fog warriors?

But, I haven't tested this at all (aside from the army of gold... it really is great at that research-level and at E4!) so it's just guesswork against your testing, so what do I know? I'm sure Resok et al. will show me the wisdom of fielding other stuff than militia! I'll comment more on the combination of the mods after my butt has been kicked...
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