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November 3rd, 2007, 11:30 AM
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Corporal
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Join Date: Nov 2005
Posts: 88
Thanks: 1
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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?
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November 3rd, 2007, 11:47 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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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.
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December 14th, 2007, 04:40 PM
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Corporal
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Join Date: Aug 2007
Posts: 55
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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)
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December 16th, 2007, 09:42 AM
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Corporal
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Join Date: Nov 2005
Posts: 88
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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?
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December 17th, 2007, 02:29 AM
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Corporal
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Join Date: Aug 2007
Posts: 55
Thanks: 1
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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.
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December 17th, 2007, 03:38 PM
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Corporal
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Join Date: Nov 2005
Posts: 88
Thanks: 1
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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 ^^'
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April 22nd, 2008, 03:18 AM
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Corporal
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Join Date: Aug 2007
Posts: 55
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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)?
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