.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 March 6th, 2009, 03:29 PM
Gregstrom's Avatar

Gregstrom Gregstrom is offline
Major General
 
Join Date: Sep 2007
Location: Scotland
Posts: 2,066
Thanks: 109
Thanked 162 Times in 118 Posts
Gregstrom is on a distinguished road
Default Re: ChrisCBM1.482

I think it'd need to be something like Blood 4-5 to be a serious discouragement. B2 is fairly common for Blood nations, and forging 2 boosters isn't a serious cost. At B4, the cost would be 41 gems for the first 13 bone fiends (2x boosters, hammer), and then 3 for every 13 thereafter.

How about getting something like 8 fiends for 3 gems?

Maybe drop the MR on the bone fiends, to weaken them against banish?
Reply With Quote
  #2  
Old March 6th, 2009, 03:56 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: ChrisCBM1.482

I think they have too many hit points to make the MR change effective.

CBM lowered the hp for skels etc to 4 (from 5) as I recall for the same balance reasons. Fiends (from memory ) are up in the 13-19 point range - so they will generally take 2-3 banishes connecting to destroy them. Which is probably 4-5 after you take into effect missing.

Perhaps 6 bone fiends for 3 slaves. The balance comes in that there are so many demands for mictlans commanders time.

I like the number 6 as well.. seems themeatic.
Reply With Quote
  #3  
Old March 6th, 2009, 11:16 PM

chrispedersen chrispedersen is offline
BANNED USER
 
Join Date: May 2004
Posts: 4,075
Thanks: 203
Thanked 121 Times in 91 Posts
chrispedersen is on a distinguished road
Default Re: ChrisCBM1.482

Llama, Qm.

I have started modularizing this. But I run into a problem, I don't know the answers to.

I have a bunch of changes grouped into what I call CBMChanges.dm
However, is there anyway to make sure it gets applied.

In other words, suppose

CBM.dm
#select... Scorpion King
#descr "This hsa a tpyo"
#gcost 10
#end

CBMfix.dm
#descr "This has a typo"
#gcost 15
#end


Does this work...? Isn't it fairly subject to load order? And how would dominions determine?

Idea: Lch has written a module that reports on module numbers. Is there any way someone could make a .dm patcher or compiler?

What the compiler would do is assemble one .dm file from several components. So for example, if you wanted to use CBM with my ABM[Age] - the compiler would have you load the first module, and then apply the patches to make a CBM+Age.dm.

Last edited by chrispedersen; March 6th, 2009 at 11:37 PM..
Reply With Quote
  #4  
Old March 10th, 2009, 03:25 PM

pyg pyg is offline
BANNED USER
 
Join Date: Jan 2009
Location: a small farm
Posts: 340
Thanks: 73
Thanked 103 Times in 42 Posts
pyg is on a distinguished road
Default Re: ChrisCBM1.482

Quote:
Originally Posted by chrispedersen View Post
Llama, Qm.

I have started modularizing this. But I run into a problem, I don't know the answers to.

I have a bunch of changes grouped into what I call CBMChanges.dm
However, is there anyway to make sure it gets applied.

...snipped...

What the compiler would do is assemble one .dm file from several components. So for example, if you wanted to use CBM with my ABM[Age] - the compiler would have you load the first module, and then apply the patches to make a CBM+Age.dm.
I'm posting in this thread to answer your question in this one.

Yes, DMG will do what you want here because it can put multiple mods together as one and the order which you add .dm files to the mod is the order they end up in the mod. It is not well tested yet so it may take additional work to ensure it does everything correctly.
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 09:03 AM.


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