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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old April 17th, 2007, 11:37 PM

VedalkenBear VedalkenBear is offline
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Default Re: Modding Idea List

Theoretically, I guess. *sigh* It's just what does or does not offend me is not what offends most people, and so I generally step on people's toes without realizing it.

I don't mind if people don't know. However, I would like to point out here that there was a formula posted on IW's site for Dom2 on how to calculate a mage cost. And, while far from perfect, it did get you 'in the ballpark'.

And you can always do research. Let's see, you want a sacred mage that has 6rp, right? Okay, well, let's see, Mictlan gets that, with Holy-2 besides, but they're about 220g and have old age issues. And they're capital-only, for the most part. But hey, there are also the Theurgs, who are 150g, 6 rp, and Sacred. They also have Old Age problems. So probably somewhere between those two would be okay.

This shows you my thought processes when making a mage. Use already existing mages as a base, then tweak from there.

Edit: There's also the idea that 3 in one path and 1 in another path is worth 'more' than 2 in each of two paths. See, I see these kinds of things when I play through the game, and I ask these kinds of questions (like, "Why is this mage so much more expensive than this one?"). Don't most people?

Do you see what I mean?
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  #2  
Old April 17th, 2007, 11:46 PM

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Default Re: Modding Idea List

Well it seems like you have a better idea of balance than most and I think that's useful

There are always things that one person finds easy to spot and other people find hard. A few modders here are very good at graphics, others couldn't get that good if they practised every day. Some people know a lot about history and languages, some are more interested in working out whether order misfortune or turmoil luck gives a better income on average after 50 turns.

Best to combine our strengths, I reckon, and without toe stepping, if possible.
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  #3  
Old April 18th, 2007, 12:01 AM

VedalkenBear VedalkenBear is offline
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Default Re: Modding Idea List

Heh. Yes, I freely admit I have no talent at art. (I tried, too!) I see myself as an analytical problem-solver, and so I tend to approach everything like that.
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  #4  
Old April 18th, 2007, 12:50 AM
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DrPraetorious DrPraetorious is offline
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Default Re: Modding Idea List

Mods can always be rebalanced post-development.

I have a long-running intention to do some extensive playtesting on the existing new-nation mods, and see if I can get them all fairly balanced against eachother.
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Old April 18th, 2007, 01:11 AM

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Default Re: Modding Idea List

You could just help me out with CBM balance versions. Unless you don't like CBM for some reason.
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Old April 18th, 2007, 06:46 PM
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Default Re: Modding Idea List

Indeed, I don't like CB.

Once the megamod can actually be played, I'll be releasing the following mods:
1) A new nation megamod. This will include new nations (incl. the many by Amos) which I have rebalanced for Vanilla. I'm still running sims and studying to get the balance right. There will actually be three versions, one for each era, once they are playable, I'll see if I can talk people into doing a few cycles of playtesting.

2) An expansion megamod. The "black tome of alsophocus" plus some additional nations based on existing nations (so EA Mahcaka, LA Pythium, etc,) plus the worthy heroes mod. This will also need playtesting.

If anyone wants to fork either of those to make it conceptually balanced or whatever, it wouldn't bother me at all, but I disagree with CB so completely that I don't think discourse on the topic is even useful.
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  #7  
Old April 18th, 2007, 09:24 PM

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Default Re: Modding Idea List

I'd be very keen to help with testing for number 1). I've been thinking a bit of multiplayer mod action would be fun for a while now.
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Old April 18th, 2007, 09:50 PM

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Default Re: Modding Idea List

Well I'm curious; without trashing CB (it represents hard work by a group of people), what is it that you don't like about it? Seems like a few posters around here are dead set against it and I'm not sure why.
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