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March 17th, 2007, 05:14 PM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Tarentmod
So anyone who's downloaded this mod, could you give me any feedback, I wanna be a good modder!
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March 26th, 2007, 07:12 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Tarentmod
Updated to version 1.01 of the tarentmod lots of fixes, tell your friends!
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March 27th, 2007, 03:50 AM
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Sergeant
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Join Date: Oct 2003
Location: Vienna, Austria, Europe
Posts: 234
Thanks: 62
Thanked 11 Times in 6 Posts
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Re: Tarentmod
Hi Juzza,
your mod was making my dominions3 game crash because some errors in the filenames (Flint instead flint etc.). I made a fix, tested it with ubuntu edgy, works fine for me. Nice ideas! Does the "liveless" flag of the big mechanic units prevent the player from taking an Nature Bless and giving those units regeneration ?
The wizards seem to be very strong for their price (2F+Random, 2E+random), is it intentional that both share the same name (Renegade Wizard) ? I suggest giving different names.
About the old age hight priest with the sword:
Make it "sense" to give an old man an big sword ? I imagine old men would prefer long weapons (staff, long spear) or shields, but i'm sure you have your thematic reasons.
I like the idea of the younger battle-priest. Maybe giving him 10% or 20% chance of getting a magic skill (Astral for Dominion Slave) would make this my favorite unit :-)
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March 27th, 2007, 04:23 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: Tarentmod
Lifeless flag (mod command #inanimate) prevents unit from getting regen from bless or spell. They can get regen from Ring of Regeneration, though, but I'm not quite sure.
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March 27th, 2007, 06:41 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Tarentmod
Thanks for the fixes Horst, and I actually did want to give random chance for magic I just haven't figured out how to right now, eh heh, silly me!
And I had no idea that the lifeless flag did that, but never the less it makes sense that a machine doesn't gain regeneration.
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April 6th, 2007, 04:30 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Tarentmod
Made some updates, well, lots of updates, look at the first post to see.
I' hoping to add some more heroes and at least one or two more commanders before I announce the final version of Tarent for the Middle age.
Oh also, I intend on adding more than the three heros I have, but I can't for the life of me figure out how to name them... can um, anyone point me in the right direction? 
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April 6th, 2007, 12:09 PM
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Corporal
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Join Date: Jan 2004
Posts: 68
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Tarentmod
make name files with only one name in it, reference the file for the hero.
Was going to do it in my Hoburg Kingdom mod, but there's really no point; Calling The Sharpshooter 'Rickard' and 'Der Grosse' Frederik is insufficiant filing-off-of-serial-numbers.
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