.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 November 3rd, 2007, 11:30 AM

Tyrian Tyrian is offline
Corporal
 
Join Date: Nov 2005
Posts: 88
Thanks: 1
Thanked 1 Time in 1 Post
Tyrian is on a distinguished road
Default Re: Age of Wonders Mod

You can make one Nation by mod no? This limit is a for one mod only, not for an addition of mod?
Reply With Quote
  #2  
Old November 3rd, 2007, 11:47 AM
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: Age of Wonders Mod

A lot of mod issues are coming home to roost with the addition of so many new nations to the vanilla game via patch (so far Lanka, Eriu, Tir na n'Og, Fomoria, Serpent Cult), while the modding limits seem not to have been changed since Dominions 2, which only had 17 nations instead of 70.

Consequently, a lot of the mod issues are going to be presented to Illwinter as a package as soon as I can write that report up.
Reply With Quote
  #3  
Old December 14th, 2007, 04:40 PM

Professor_Dyar Professor_Dyar is offline
Corporal
 
Join Date: Aug 2007
Posts: 55
Thanks: 1
Thanked 1 Time in 1 Post
Professor_Dyar is on a distinguished road
Default Re: Age of Wonders Mod

Okay, so it looks like the bug is going to be fixed at some point, although it might not be soon. I'm going to go ahead with this simple version of the mod.

Now, I will lay out what sort of thing I intend to do with the following example of the first race:


The Humans

The Humans will use late era Man as a template, although a few units will be added. These will include the following:

New units (units I will be making stats and descriptions from scratch):
-A Musketeer
-An Air Galley (maybe)

Added units (units that I will be adding from other nations or independents):
-A Sailing commander, probably the Captain of late Marignon (pretty well everyone is going to have someone with Sailing in this mod)
-A medium-weight cavalry (of which there are many options)
-A higher-powered independent priest (e.g. the High Priest)
Reply With Quote
  #4  
Old December 16th, 2007, 09:42 AM

Tyrian Tyrian is offline
Corporal
 
Join Date: Nov 2005
Posts: 88
Thanks: 1
Thanked 1 Time in 1 Post
Tyrian is on a distinguished road
Default Re: Age of Wonders Mod

So you make the human of the first AOW?

The Air Galley is one of the most difficult unit to adapt, because they lost their main capacity: quick troops transport. The more close capacity is to give a supply bonus to all transport unit (Air galley, balloons and dwarwen tank). What do you think of this?
Reply With Quote
  #5  
Old December 17th, 2007, 02:29 AM

Professor_Dyar Professor_Dyar is offline
Corporal
 
Join Date: Aug 2007
Posts: 55
Thanks: 1
Thanked 1 Time in 1 Post
Professor_Dyar is on a distinguished road
Default Re: Age of Wonders Mod

Yeah, these are (primarily) based on the AoW1 Humans, although some AoW2 units might be added (the captain is similar enough to the swashbuckler).

Yeah, I'm not sure how to handle the air galley. It's a unit that has both flying and sailing. I don't think it will be produceable; it will probably be available in the Construction school. Probably air as primary and earth as secondary.

I'm also thinking of adding some Human heroes in a similar way.
Reply With Quote
  #6  
Old December 17th, 2007, 03:38 PM

Tyrian Tyrian is offline
Corporal
 
Join Date: Nov 2005
Posts: 88
Thanks: 1
Thanked 1 Time in 1 Post
Tyrian is on a distinguished road
Default Re: Age of Wonders Mod

Good idea to make it associate with construction school.

A default with sailing is that only troops with the commander (and in this case, the Air galley must be a commander) benefit from the sailing capacity. So if you have commander without sailing with the air galley, they can't follow the galley. It's frustating ^^'
Reply With Quote
  #7  
Old April 22nd, 2008, 03:18 AM

Professor_Dyar Professor_Dyar is offline
Corporal
 
Join Date: Aug 2007
Posts: 55
Thanks: 1
Thanked 1 Time in 1 Post
Professor_Dyar is on a distinguished road
Default Re: Age of Wonders Mod

Been busy.

Now, here is a question: I am considering making heroes summonable to the different races and nations, instead of having them sometimes spontaneously appear the way that existing Dominions heroes work. This would mean that they are more reliable, but it also means that you wouldn't get extremely powerful heroes early in the game that would unbalance things. However, here is the question: suppose that the hero is killed. Could you just summon him again (even if he is unique)?
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 09:57 PM.


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