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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 September 2nd, 2007, 02:59 AM
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Default Re: Putting together a megamod for a megagame (long)

Quote:
so maybe I'll ***** at Amos until he lets me fix it.
I have no problem with you changing the mod as you wish and releasing it as a separate version.
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Old September 2nd, 2007, 03:51 AM

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Default Re: Putting together a megamod for a megagame (long)

And,...

You have permission to use my work as long as there isn't confusion between your version of it and my version of it. So any nation you use you'll have to rename or in some other way make clear that it's not the same as my one.

I don't use much in the way of folkloric sources for my nations though.
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Old September 2nd, 2007, 04:14 AM
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Default Re: Putting together a megamod for a megagame (long)

I missed this part:

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some vampires (Sanguinia or Therans, possibly a combination of the two mods if the authors agree to let me combine them).

I dont think that the combination is possible. We have a totally different vision of a vampire. Thats why my mod changes even the vanilla units.
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Old September 2nd, 2007, 04:24 AM
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Default Re: Putting together a megamod for a megagame (lon

you knoooow if your looking to play this mega game with all these nations who wants to play the standard nations in this? you could edit current nations and put in some more custom nations.
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Old September 2nd, 2007, 06:02 AM
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Default Re: Putting together a megamod for a megagame (lon

You have my permission to use Gaea and Haida Gwaii. I only ask that you use the same guideline that Sombre suggested; distinguishing between the two versions of the mod with a banner edit and a note in the mod file.

I filled up my "Free" nation slots fairly quickly with my personal projects. If you want to add more modded nations, you can eliminate certain nations and replace them with the modded ones. That was my solution. I eventually plan on consolidating the units from nations that exist in multiple eras in order to free up even more slots without losing the replaced nation's units from the game.
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Old September 2nd, 2007, 07:36 AM

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Default Re: Putting together a megamod for a megagame (lon

You can't possibly have run out of unit slots. That's insane.
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Old September 2nd, 2007, 10:35 AM
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Default Re: Putting together a megamod for a megagame (lon

I believe that Foodstamp ran out of *nation* slots.

There are possibly some nations that could be replaced, because few people want them - but the purpose of the megagame is to see every nation played, so I think it misses the point to do that. Descriptions show up in declaration-based order, I think - so I might just permute the order of declarations in the mod allowing everyone to see descriptions for their own stuff.

Also, the description overflow bug might be fixed in the next patch.

Reconciling the two vampire nations will require some work - especially as I will not be changing any of the existing vanilla stuff (although in the case of the over-nerfed dom3 vampires I think it would be a good idea, that isn't the point of this exercise.) Nonetheless, I could port some units and description from one nation to another fairly easily. The more material I have to work with, the easier it is to construct a balanced nation. If the result seems a little schizophrenic, there are several schizophrenic nations in vanilla (LA Marignon, LA Ulm) so that's fine.

Distinctive naming is also not a problem. The entire kabootle will appear only as a single unified mod file, so it should be fairly easy to avoid confusion.
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