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November 9th, 2007, 08:48 AM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
I'll play further more this week-end (as I watched TV till late yesterday : sometime it's good not to think too much)
I like the idea of improved assassins, but it will be hard to improve ALL assassins. Maybe, if this mod interest someone else than me and you, you could mod a gang faction or two, it would mean less work if you want to mod special units (like super spies/assassins).
What I see of the gates doesn't seem too much, but I only have a scout, so I don't have a complete report.
Anyway, more feedback soon, as your mod seems to me as very original and pleasant to play.
So I support you in saying : HEY YOU ALL !! Test it, it's easily installed and quick to play.
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November 9th, 2007, 02:03 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: City wars-Gang wars, a new map + mod ALPHA
I would improve the assasins you get from some special sites (atm there is 1 on the map, then I'd add another 2-3)
My last post is a bit chaotic but if you could try to read it and reply on several of the other things I mention'I'd be grateful.
I'll try to make a list right here.
1. DO you think the church is to strong when you encounter them, do they need another party within the walls?
2. DO you think more provinces need sites for extra income? (plain mines)
3. DO you like my special provinces?
4. Are the special provinces to strong? SHould there be better rewards for them?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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November 10th, 2007, 12:14 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
1. No, but I made a rush with hundreds of undeads, only to be slowed by their home province, The Cathedral (funny there is the same sort of site on the gates). The AI clearly suffers less from lack of gold (difficult level), and with a classic faction, I think I would have been outnumbered and beaten, even if I owned two times more provinces. When I reached them they had two castles, but they did not control more than the half of the inner city.
All of this balances quite a bit because the AI tends to suicide on the special provinces.
I think it would be more fun wth one more party in and one more party out of the walls.
2. Yes, I don't know what I would have done without my longdeads.
3. yes, but as undeads are crappy, and the low supplies bans big armies, I was only able to take the Motheroak.
How many sites are in each province ? I found only two in Mother oak (without acashic record). The Market Outside the wall is really funny. (12 huge elementals !!)The one with Bogus+an army is maybe too strong, lost a strong army (80+regular units,prophet and a support mage)without killing anyone.
4.Thugs are clearly the solution, maybe the only one, but I haven't done it , most of my mage/priests reanimate all the time.
Don't know for the rewards, motheroak is good.
My dragon was rapidly injured (chest wound), hopefully I wasn't clumsy enougth to send him on a special province, which,I think, can take out almost any early thug/SC.
In the walls I found the Akadomeia, which is one of arcos national : you can't recruit from it, apart if you are Arcos
I forgot one thing : those damn events, regularly giving me hordes of useless and costly chaff, a real pain in the rear with neutral luck, a sure death with +3 luck. Need to be a good logistician to send them die as soon as they appear.
It would be great if we could mod the events, but I don't think it is possible.
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10 times more numerous, by nigth and backstabbing.
Senior member of the GLIN !
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November 10th, 2007, 01:10 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: City wars-Gang wars, a new map + mod ALPHA
what was you indie strenght?
I never placed bogus anywhere I think...
I didn't know you can only recruit from nationals if you are the nation.. I placed Niefelheim on one too.. I liked the idea of being able to recruit neifelgiants after beating a strong province.. I can replace the akadeamia later with something to recruit sage though
If there was a site on the gates it's random
Maybe you should try a game with a regular nation and indie strength 3?
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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November 10th, 2007, 04:25 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
I'll try with a regular nation (abysia I think), but I'll leave indeps on 5 cause I'm used to it and I read somewhere on the forums the AI took advantage of low indeps.(maybe you guessed it was on 5 for last game)
I'll report, sooner or later.
Strange I found Bogus if you did not place him on the map, maybe events may take place in indep provinces ?
Random is sometimes really coicidentall, almost had to report my invasion.
__________________
10 times more numerous, by nigth and backstabbing.
Senior member of the GLIN !
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November 10th, 2007, 04:57 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
Quote:
Humakty said:
I'll try with a regular nation (abysia I think), but I'll leave indeps on 5 cause I'm used to it and I read somewhere on the forums the AI took advantage of low indeps.(maybe you guessed it was on 5 for last game)
I'll report, sooner or later.
Strange I found Bogus if you did not place him on the map, maybe events may take place in indep provinces ?
Random is sometimes really coicidentall, almost had to report my invasion.
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If a "barbarian invasion", "knight attack" or other independents attack!-type event happens in a independent province, the attackers join the defenders.
If the game lasts long enough, you can end up with a province of Vampires, Knights, Blood Druids, Barbarians + Bogus as defenders..
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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November 10th, 2007, 05:02 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
And.. that is a good reason to leave it alone
Anyway burnsaber.. just try the map yourself and let me know what you think too 
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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June 1st, 2008, 05:52 PM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
This is intended to be a single-player mod?
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