.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Air Assault Task Force- Save $8.00
Bronze- Save $10.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old May 8th, 2007, 03:07 AM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: NEW MOD: No Independents

I like it. I still prefer the NI maps, partly because I like non-site indy mages being absent.

This mod has a big advantage over NI maps in the respect that it can be used with random maps.
Reply With Quote
  #2  
Old May 13th, 2007, 12:34 AM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: NEW MOD: No Independents

I found a bug with this mod. When you conquer keeps formerly held by the AI, if those forts are able to recruit units that have had their resource costs raised, the AI will still try to create those units.

This causes the queue to back up with 800 resource commanders and units that will not allow them to recruit their national units from the keep. So the only place the AI can build units at are their original capital keeps. If we can find a fix for this bug the AI would be more challenging.

As it stands right now, this mod makes the AI less challenging I have noticed in my single player games. I still like the mod though because I get tired of fighting indy zergs.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #3  
Old May 13th, 2007, 12:11 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: NEW MOD: No Independents

Damn. So much for that idea then. I suppose the AI makes its recruitment decisions based on the original cost of the units, using the original values, since mods are just an overlay on it.

Looks like we're back to square one or using NI maps. Highly annoying. Thanks for letting us know.
Reply With Quote
  #4  
Old May 13th, 2007, 12:37 PM
Ballbarian's Avatar

Ballbarian Ballbarian is offline
Colonel
 
Join Date: May 2005
Location: Kansas, USA
Posts: 1,538
Thanks: 289
Thanked 194 Times in 94 Posts
Ballbarian will become famous soon enough
Default Re: NEW MOD: No Independents

Edi, couldn't you just raise the gold cost instead of resources, then the AI wouldn't be able to even add the unit to the queue unless it had too much unspent gold. (Might be that you already discussed this and I just missed it.)
__________________
RanDom v2 - Map gen & Semirandomizer.
Province Editor - Custom province creation made easier.
God Editor - Custom pretender creation made easier.
Map Forge - Map editor
Reply With Quote
  #5  
Old May 13th, 2007, 01:57 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: NEW MOD: No Independents

The problem with that is that you can get upwards of 50 militia from events. If each one of those costs 800 gold, the upkeep will wreck the economy.

And even then, it is possible that the AI would make purchasing decisions based on the original values.

I suppose it's worth a try, just so long as I do not change the militia type (monster 30) you can get from unit events. I'll post a modified mod later. Right now I do not have the luxury of time to test how it works, so I would really appreciate it if somebody played a test game or two to see if the gold alteration helps. I'll test enough to see that we don't get "bad mongold" or similar errors.

What we really need is to be able to mod existing poptypes so that we can reassign different units to them. That way it would be easy to disable any necessary units. Especially if you designed a good poptype mod that disables the problem units, then start a game with a blank NI mod where you copy the actual NI mod contents, so the units that appear as indie defenders will be according to vanilla game and then the problem units only get disabled after that.
Reply With Quote
  #6  
Old May 13th, 2007, 02:38 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: NEW MOD: No Independents

IF the bloody attachments work, this post should contain a new version that replaces rcost 500 with gcost 9000 (10k or bigger is ignored as invalid value but does not crash the game).

EDIT: So, they do NOT work. Again. Just a moment and I'll upload it to my own webspace.

EDIT 2: File uploaded, link in the first post, and for good measure, here as well.
Reply With Quote
  #7  
Old May 13th, 2007, 10:44 PM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: NEW MOD: No Independents

I really want to see this mod work right. I think you are going down the right path with your line of thinking and I will try to do what I can to help you get this mod going. As soon as I have some free time, I will download the new version and do some testing for you.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #8  
Old August 31st, 2007, 06:45 AM
Juzza's Avatar

Juzza Juzza is offline
Second Lieutenant
 
Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
Juzza is on a distinguished road
Default Re: NEW MOD: No Independents

Oh, I'd also like to add that this mod is fantastic! and really good for testing new nations, I found my newest nation, "Free Port" very interesting and difficult to play against with an impossible AI.

I suggest for anyone doing nation modding to test their own mod on an Imp AI and this mod.
__________________
My Mods:
Tarent Mod:
http://forum.shrapnelgames.com/showt...ghlight=Tarent

Dinnas'Arval Mod:
http://forum.shrapnelgames.com/showt...nnas'Arval

Free Port:
http://forum.shrapnelgames.com/showt...+nation&page=3

Currently working on:
http://forum.shrapnelgames.com/showt...hlight=witcher
Inspired by the game The Witcher and the Witcher Novels.
Reply With Quote
  #9  
Old September 1st, 2007, 05:16 PM
Edi's Avatar

Edi Edi is offline
National Security Advisor
 
Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
Edi is on a distinguished road
Default Re: NEW MOD: No Independents

Juzza, Thank you very much for the kind words!

-----

All right, I've done some revisions to the mod.

Enabled (i.e. commented out) units:
26 Light Cavalry
50 Slinger
39 Heavy Infantry
126 Woodsman
1118 Markata

Reason: Included in some national army lists, so that those lists do not get broken. Affected nations were the ape nations, nations with slingers (which can be useful, hence enabled again) and MA Man (has both slingers and light cav). The HI is enabled because it IS heavy infantry for EA and not utter crap. Woodsman was enabled because it gives some raiding potential for those who find them even if they lack national stealth units.

For people who are wondering why some indies are still enabled and some are not, read the mod file. It has a fairly extensive commentary section in the beginning which contains the rationale for WHY things have been done the way they have and why for example indie Pale Ones are unmodded (they are amphibian, so they can allow expansion to water from land). I am a firm believer in the maxim that undocumented code is only half-finished at best, and that also means giving a brief explanation on design principles.

The goal of the mod was NOT to eliminate ALL independents completely, but to eliminate the useless crap and totally worthless hordes of chaff that the AI likes to build while preserving the better units and allowing some options. Militia number 31, which is available to MA Man will NOT be enabled. It stays at 9000 gold a pop because it can be found in no less than three poptypes and I refuse to mangle the purpose of the mod by allowing it. MA Man will just bloody well have to do without that unit. If you're playing MA Man and in such desperate straits that you need to recruit the militia instead of spearmen to serve as chaff and archer bait, there's no hope for you anyway and the mod stays truer to its purpose.

The mounted commanders were never affected by this mod because those poptypes are far less common than the infantry ones and the nations with crap leadership deserve SOME chance of finding good commanders. Militia #30, which can appear from "lucky" events (ok, sometimes it is lucky, but more often not) is unaltered so that it doesn't bankrupt anyone, but unfortunately it appears in three poptypes, so you WILL see some of it in the AI armies. But there will be less chaff than normal and none of the indie archer hordes unless the archers are national troops, longbows or woodsmen.

Note that the mod version and filename has not been changed, because I really can't be arsed to do that. Just replacing the mod file with the new version will overwrite things and change existing games on the fly. If you're using it in MP, make sure everyone changes it at the same time.

Hopefully this lengthy post answers most questions you may have.
Reply With Quote
  #10  
Old September 1st, 2007, 07:00 PM
Juzza's Avatar

Juzza Juzza is offline
Second Lieutenant
 
Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
Thanks: 0
Thanked 1 Time in 1 Post
Juzza is on a distinguished road
Default Re: NEW MOD: No Independents

You know, it wouldn't be that difficult to just #copystat these units and just add them to the nations with them recruitment lists, if you want some help, I'm better at coding that sprite drawing
__________________
My Mods:
Tarent Mod:
http://forum.shrapnelgames.com/showt...ghlight=Tarent

Dinnas'Arval Mod:
http://forum.shrapnelgames.com/showt...nnas'Arval

Free Port:
http://forum.shrapnelgames.com/showt...+nation&page=3

Currently working on:
http://forum.shrapnelgames.com/showt...hlight=witcher
Inspired by the game The Witcher and the Witcher Novels.
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 02:06 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.