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

This Month's Specials

Raging Tiger- Save $9.00
The Star and the Crescent- Save $9.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old August 28th, 2007, 02:41 PM

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: Tomb Kings backstory

Yeah they're a lot of fun to make though :]

I've slowed down a bit recently, but I'm sure I'll go through another mad-modding phase and crank out a nation from nowhere.

Looks like I'll have to do a little burst on the ogres so I can release something to coincide with your Tomb Kings though. Maybe a very stripped down first release, missing a few units and so on.
Reply With Quote
  #2  
Old August 28th, 2007, 02:48 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Tomb Kings backstory

Well I wouldn't rush. Personally I won't be up for a Warhammer mod game for about three weeks, as I have a bit of a busy time on. Would be good then though.
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #3  
Old August 28th, 2007, 02:56 PM

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: Tomb Kings backstory

It's not so much a rush, it's pretty much what I did with the Skaven. Warhammer armies tend to have a /lot/ of stuff. I mean the Skaven still have a load of things need doing on them and they're already my biggest nation.
Reply With Quote
  #4  
Old August 28th, 2007, 02:58 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Tomb Kings backstory

Oddly Tomb Kings had the opposite problem. Probably half the units are new things I made up, because the original army list hardly has anything in it, weirdly.

Oh Sombre, I forgot to ask - any recommendations for the range of unit, weapon and armor numbers I should use? I used Vaettiheim as an initial template, so at the moment it clashes pretty much maximally with Vaettiheim, which isn't so good. Any thoughts on good ranges to avoid clashing with any of your mods?
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #5  
Old August 28th, 2007, 03:14 PM

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: Tomb Kings backstory

If the nation is for MA, here are the ID notes I update as I do MA releases. Ogre Kingdoms isn't on there, because I don't worry about conflicts until I reach the release.


----------------------------------MIDDLE ERA-------------------------------------------



Worthy Heroes v1.7b

-----weaponslots used : 770-772
-----monsterslots used :2800-2833
-----armorslots used: 380-381



CBM 1.1

MONSTERS -- 2851, 2877-81, 2888, 2890-2 (added 2878-81)
WEAPONS -- 659, 708-710, 751-5, 768, 769 (same as before, but with one conflict on 754 - move to 756?)
ARMOUR -- 252-264 (same as before, but with conflict on 264 - move to 265?)
NO SITES (site 890 no longer in .dm file)


Skaven -- Cool with WH, CBM

----Uses ID numbers

--weapons 670-685

--monsters 2140-2158, 2160-2174

--sites 993-5

--nation 73

--nametype 143


HOburg Alliance SE -- cool with CBM, WH and Skaven

-- ID NUMBERS USED

-- Nation 79
-- Monsters 2101-2119
-- Weapons 640, 641
-- Sites 760




AVERNUM v1.25 -- cool with CBM, WH, Hoburg SE and Skaven


----Uses ID numbers

--weapons 690-695

--monsters 2760-2781, 2783-97

--sites 990, 991, 992

--nametypes 144, 147

--nation 72


ARGA DIS V0.7 -- Cool with CBM, WH, Avernum, Hoburg and Skaven

--nationslot 75 -- fine with all above
--weaponslots 646 -- fine with all above
--armourslots 322 -- fine
--unitslots 2320-2330, 2354-2366 -- fine
--siteslots 790, 791, 792 -- fine




Basically I wouldn't worry about conflicts with other mods. They can be ironed out quickly for combined .dms in mod games and if I make a CBM version of anything I ensure that it is conflict free with all the other CBM stuff of that era, CBM itself and Worth Heroes too.

Anyway, the above might help you. Sorry if it's a bit rough around the edges, they are just notes after all :]

Clashes with Vaettiheim are 100% ok as long as they aren't in the same era btw, as unless this is the case, people have no business having them on at the same time.
Reply With Quote
  #6  
Old August 28th, 2007, 03:18 PM

llamabeast llamabeast is offline
National Security Advisor
 
Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
llamabeast will become famous soon enoughllamabeast will become famous soon enough
Default Re: Tomb Kings backstory

Cool, thanks Sombre. I guess Vaettiheim etc don't really matter as you say. I want to make sure they work with Ulm Reborn though, as I think they would be cool opponents for each other (and it's much easier to shift one of them to a different era than to change all the unit numbers).
__________________
www.llamaserver.net
LlamaServer FAQ
My mod nations: Tomb Kings and Vampire Counts
A compilation of high quality mod nations: Expanded Nations Packs
Reply With Quote
  #7  
Old August 28th, 2007, 03:26 PM

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: Tomb Kings backstory

Well the id ranges for UR can be seen at the top of the .dm file. Pretty sure those are accurate.
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 10:23 PM.


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