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July 16th, 2007, 08:41 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Thanked 1 Time in 1 Post
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Re: 11nations mod
Thanks for all the comments! I am really glad for any criticism i receive, no way i find this unpleasant. Having spent a lot of time on these mods, i am now too much into it and i may often fail to see the larger picture - so any comment coming from a new pair of eyes is very, very helpful, and i greatly appreciate the time you put into that.
I'll be working on the changes and fixes you suggested, but it may take a while as my dom3 time is kind of limited. Probably version 1.1 will be out in a week or two, if everything goes fine.
A few quick answers before i have to get back to work:
- Juzza: yep i had the game! But that was a longtime ago, it was a windows95 game and i had it working under windows98 thanks to an official patch, but that's how far i got. No clue on how to have it under Xp.
- I already went through each mod a good 2-3 times and fixed many things, but still, i probably missed many more, like the assassin priced at 12g or the judge equipped with a dagger but showing a staff in his graphics, and others. Thanks for spotting those - they'll be fixed asap
- I modded some of these nations a long time ago, before Lanka and Tuatha came out. As a result, two nations are using Lanka's and Tuatha's id number, so they got also all their national spells (and they take these EA nations out of the game when activated). Going to fix that somewhat (either changing numbers, if there are enough available, or removing the national spells).
- Dwarves - Dark Dwarves: they have no scouts on purpose
- Vampires: I am also wondering if immortality on all troops is a bit too much, but i wanted a very "different" nation, and I tried to compensate with poor research, weak mages, and sacrifice-only dom spread. Btw mass immortality may have the curious effect of overcrowding your capitol with reborn troops, which you'll have to ferry back to the frontline, and may feel a bit weird. I need to play it more, and see how it goes - maybe removing the immortality could be the way to go.
- Morrowind: yep i did not pay too much attention to balance, i just tried to port all the units from the other game. But i'll review this nation and try to eliminate a few units + make the others more different, two versions (RPG / balanced) may as well be the better solution.
Thanks again guys, i'll also try to post some more detailed nation-by-nation descriptions when i have time
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July 16th, 2007, 08:59 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Re: 11nations mod
Btw the flashy graphics mostly comes from the fact that i tried to reproduce the art from the comic book, hence the flat whites, blues, reds etc. The non-BM nations are maybe a little less flat
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July 17th, 2007, 01:19 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
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Re: 11nations mod
Most of the infantries you created use short weapons or light polearms, and cost a lot of resources. I find them lacking in punch compared to the vanilla human civs.
I think at least the order of justice could use some heavy weapons.(even if in the comic most soldiers use spears and sword)
It is true that rapidly, powerful evocations can compensate for this lack of power.
The high mage of air of lhynn as 2E in place of 2A and two of the attacks of the leviathan are at 0 (which is maybe not a scandal).
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July 18th, 2007, 04:46 AM
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Corporal
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Join Date: Feb 2004
Location: netherlands
Posts: 73
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Re: 11nations mod
Quote:
Humakt said:
Most of the infantries you created use short weapons or light polearms, and cost a lot of resources. I find them lacking in punch compared to the vanilla human civs.
I think at least the order of justice could use some heavy weapons.(even if in the comic most soldiers use spears and sword).
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Ok, good point - i'll put it into my to do list. It's true that 2Hs don't show up too much in the comic, but they can still fit nicely into this dom3 adaptation
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July 18th, 2007, 05:00 AM
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Second Lieutenant
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Join Date: Oct 2006
Location: Canberra, Australia
Posts: 409
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Re: 11nations mod
what I think you need to do is make things a bit more like the other nations what I mean is this.
Normal Troop
HP:10
Str:10
att:10
def:10
Prot:15 body 20 head "for sake of arguement we'll put them in lhynn plate"
Moral:10
MR:10
AP:12
those are the only stats we need, now then we look at say a standard sort of elite.
Elite Troop
HP:10-16
Str:11-12
att:10-12
def:10-12
Prot:15 body 20 head "for sake of arguement we'll put them in lhynn plate" (protection varies per unit, not as important as other stats)
Moral:10-16
MR:10-12
AP:12-14
I noticed with your standard troops for Lhynn and your elite troops the only real difference was the weaponry wasn't really enough, the elites are better! they need more, primarily, HP and STR
um, does that give a bit of insite into my opinion?
keep it your own though!! or the whole things gonna fall apart!
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July 18th, 2007, 08:32 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
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Re: 11nations mod
I was a bit in a hurry yesterday, so I couldn't how I appreciate the BMC mod. I think you succeded in your adaptation of each faction. It is a very nice job you've done. Looks like you've killed my nights for a looooong time.
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