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November 1st, 2006, 12:11 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: New Mod: Angelic Crusade
It looks great!
Who do you balance to? If you balance against Ulm then add flying units then it will be out of balance. If you balance against all of the nations (my elites balance to ulm, my mages balance to arcos, my flyers balance to caelum) then it also will be out of balance. Keep in mind that Dominions doesnt balance nation to nation. They are rock-paper-scissors. A nation which has the best of everything wont balance. It has to have its good points and lacking points.
IMHO
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 1st, 2006, 01:40 PM
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General
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Join Date: Sep 2003
Location: Tel Aviv, Israel
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Re: New Mod: Angelic Crusade
Yuuhuu, a new mod form Amos
You should aim at adding a new age to dominions, the amos era
And it doesn't bother my that your mods are not balanced, I give them to the AI anyway for squeezing a bit more competition out of it.
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November 1st, 2006, 05:03 PM
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Captain
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Join Date: Feb 2005
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Re: New Mod: Angelic Crusade
Tnx WraithLord
Gandalf I price with my own formula, but the pricing is preaty close to the game's. I give nation abbilities that I feel are thematic, I dont balance them against other nations. When I make a nation I dont even think about the balance.
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November 1st, 2006, 05:51 PM
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Second Lieutenant
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Join Date: Sep 2004
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Re: New Mod: Angelic Crusade
Well, balance on this thing is completely insane, but you knew that. I honestly have no idea why their leaders are so extremely close to free, that's just weird.
Anyway, one cannot help but notice that the unit graphics are consistently about 25%-50% larger than other units in the game of the same size. It ends up looking like the perspective is off in battles.
-Frank
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November 1st, 2006, 06:39 PM
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Captain
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Join Date: Feb 2005
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Re: New Mod: Angelic Crusade
What do you mean close to free? One of the mages is 155 the other is 200 and they've got very little magic. Compare Power Heavenly Avatar with 2 Astral 2 Holy for 155gp 49res to Abysian Warlock with 1 Astral 2 Blood 1 Random for 140gp 1res.
Quote:
Anyway, one cannot help but notice that the unit graphics are consistently about 25%-50% larger than other units in the game of the same size. It ends up looking like the perspective is off in battles.
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Surly the units are not that big. This one is a tall human.

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November 1st, 2006, 06:42 PM
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Shrapnel Fanatic
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Re: New Mod: Angelic Crusade
So far I think your mods are fantastic for creating interesting scenarios. You could go two different directions. Trying to make them balance as a nation for regular play, or continue along the line of making them an interesting scenario mod.
Once I get the random map generator going full tilt then you can start watching my site for an interesting map to pop up.
http://game.dom3minions.com/maps/
http://www.dom3minions.com/RandomMaps/X/00_index.jpg
http://www.dom2minions.com/~dominion...andomMaps.html
Then you could select the starting point. Like maybe a large multi-province island. Set the magic sites, local populations, alliances with other AIs, storyline of the map, the pretender and scales and magics, etc.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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November 1st, 2006, 06:55 PM
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Second Lieutenant
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Join Date: Sep 2004
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Re: New Mod: Angelic Crusade
Quote:
Surly the units are not that big. This one is a tall human.
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No. They are totally huge. Militia seriously come up to these guys' armpits.
-Frank
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November 1st, 2006, 09:47 PM
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Corporal
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Join Date: Oct 2006
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Re: New Mod: Angelic Crusade
Quote:
FrankTrollman said:
Quote:
Surly the units are not that big. This one is a tall human.
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No. They are totally huge. Militia seriously come up to these guys' armpits.
-Frank
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It is difficult to generate graphics of the correct size. Taking a screenshot of the unit information window results in a unit 25% larger than normal (see the "A method of extracting perfect sprites" for more information and one solution).
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November 1st, 2006, 07:00 PM
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Captain
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Join Date: Feb 2005
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Re: New Mod: Angelic Crusade
Gandalf I'm not much of a Dungeon Master. You seem to have a vision about cool scenario settings, so you will probably do it much better than I ever could  . I'm making those mods to create challenging opponents in SP and also as experiments of "what if".
Like, this mod is "what if the whole nation was sacred".
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Militia seriously come up to these guys' armpits
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Militia sprite probably hasnt changed since Dom 1. They are still at 32x32.
BTW, if you mean that the Warrior Priest has too high a leadership for his price then you are right he should be at 40 instead of 80. But when I copystats inquisitor on him the 40 leadership jumped to 120. 80 is the best I can do unless this bug is fixed.
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November 1st, 2006, 07:08 PM
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Sergeant
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Join Date: Jan 2006
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Re: New Mod: Angelic Crusade
Regarding the height issue, I keep my human sprites at 31 or 32 pixels in height max. They only get taller if the art for their equipment necessitates. Seems to come out rather well.
Anyway, downloading this puppy tonight to check out tomorrow. 
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