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April 29th, 2007, 06:53 PM
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Lieutenant General
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Re: game option/old age
No offense taken Edi, and none meant,
but i think many people, if not a majority, favor twinking the existing game more than new content. The casual player, which does not include people on this forum that make up a very small percentage of Dom III players, do not make mods, and for them there is already a lifetime's worth of content.
While old age may not be near most people's list of where the twinking effort should be, I think improving the AI is a top concern of almost everyone. And that does not fall under new content.
of course fixing bugs should be done as a matter of course, and i do not think that warrants to be a separate category.
Finally, I thought I made it clear, if I did not i apologize, that i would like to see the old age optional feature made a part of Dom IV, not a high priority item that needs to be done in the near feature.
So, you see, there is nothing in my request that should "grate" you. You either agree with it or not. And I certainly do not think anyone should agree with every suggestion made by me or anyone else.
I do think the forums are the right place to express your likes and dislikes about a game.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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April 29th, 2007, 07:08 PM
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National Security Advisor
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Re: game option/old age
Fair enough, Xietor. I'm happy to give you a hand making a "no old age" mod, if you want. In fact, if you can just give me a list of the units you want changed, I should be able to do it pretty quickly.
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April 29th, 2007, 07:17 PM
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National Security Advisor
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Re: game option/old age
Actually don't worry, I can use Edi's database to find old units.
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April 29th, 2007, 08:39 PM
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National Security Advisor
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Re: game option/old age
Okay, here it is! Hopefully this mod should get rid of old age in all units in the game.
Ideally, all previously old units will now be 4-5 years below the age at which they're considered "old".
There's more than a couple of odd things going on with the age modding commands. I've worked out and compensated for a couple of these, but there's still some stuff going on that I don't get - for example, I can't work out why the Abysians have ended up with the ages they have. Still, they're not old, and their ages aren't completely ridiculous, so hopefully it doesn't matter too much.
Let me know if you find any issues or problems, I can quickly fix them.
If a future patch fixes the age commands, this mod'll go a bit haywire, but it'll only take a couple of minutes to produce a fixed one.
Incidentally I'm not a big fan of this idea personally, and won't be playing with it - but if it'll make other people enjoy the game more, then I reckon that's a good thing.
PS Thanks to MaxWilson for getting me started on this one.
Edit: Old mod version removed - see later in the thread for new versions.
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April 30th, 2007, 03:19 AM
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Re: game option/old age
Thanks, llamabeast! That should be helpful to new folks. If you want to know how the aging mechanics work, look up the thread by that title. I haven't done the math for all that many units, but it does seem like it works exactly that way, though there is probably an upper limit as well as a lower limit for fire magic effects, since it is not as severe for units with high maxages.
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April 30th, 2007, 05:45 PM
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Major General
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Re: game option/old age
Nice! Thanks, llamabeast. It will be nice to have something to point newbies to if they ask for this feature.
-Max
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Quick Ben - "lol pwned"
["Memories of Ice", by Steven Erikson. Retranslated into l33t.]
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April 30th, 2007, 07:47 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: game option/old age
The mod is a good balance. It does not eliminate old age, just extreme old age.
My 2nd crone I bought was old, but he was barely old. With the random age variation, you still get units that start old.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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