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September 27th, 2008, 03:41 PM
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Captain
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Join Date: Feb 2005
Posts: 867
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Thanked 41 Times in 19 Posts
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
You can find them on this page - here.
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September 27th, 2008, 04:25 PM
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Sergeant
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Join Date: Jul 2008
Location: London, England
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
okay then, with the combination of me and amos' work, ermor should be definately be done this weekend, unless god forbid i die or some other not very nice event occurs.
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September 27th, 2008, 04:35 PM
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Sergeant
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Join Date: Jul 2008
Location: London, England
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
also amos love your sprites. I'll make a few look a bit more thematic for the nation, then get aezeal to mod em in lol.
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September 27th, 2008, 05:02 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
Done this weekend? Ermor has like a zillions spawns that need to be replaced.. if you give me a sprite and the unit number it should replace I could do something about it though.
What are your ideas about putting those freaks in space though? Can they live in the cold, vacuum of space, do they become something else? are they mostly inactive in space?
__________________
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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September 27th, 2008, 05:35 PM
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Sergeant
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Join Date: Jul 2008
Location: London, England
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
come on there aren't that many spawns, besides i already made a start however long ago and off course it's the weekend, meaning i'm bored and need something to do all day.
Edit they don't become something else in space, they just stay as weird corpses floating in ZG, speaking of which can you script normal units to autocast spells, if you could then we could script them to autocast blink in space so as to simulate floating uncontrolably in ZG. apart from that i don't see why something which is already dead needs to adapt to survive in space.
edit: wtf is that flag?
Last edited by Nikelaos; September 27th, 2008 at 05:44 PM..
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September 27th, 2008, 06:15 PM
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Corporal
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Join Date: Jun 2007
Posts: 145
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
Before Aezeal kills me, I must say that ı woN't be able to help to this mod for a very long time. I am spending what little time I have to the Turan mod, and learning modding from scratch. I know nothing right now, so I make mistakes and learn, I am still trying to add abilities and magic paths to shamans.
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September 27th, 2008, 06:33 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
Nikelaos but wierd floating corpses probably don't ahve the same combat efficiency as on land (for example most troops already have lower combat power in space (humans that is) I'd say floating corpses without spacesuits wouldsuffer even more (which actually is a decent way to combat overpowering numbers of freespawn) --> the sprite could remain the same I guess but maybe their stats would have to change? Or do you envision them as undead that are a bit less coordinated in movement overall but don't suffer further penalties in space?
Jaghatai, I'm not gonna kill you I'd love to get more feedback on the mod so if you have some time to play the game I'd love to hear more comments. The post in the other thread wasn't aimed at you
anyway nick, ifyou have everything we need just send me the sprites, tell me about how strong they should be and tell me which unit they should replace
Also: remember that when we replace ermor they will probably also replace all regular undead summoning spells and that this nation will get acces to other death summons like wraiths etc
__________________
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.
Last edited by Aezeal; September 27th, 2008 at 06:36 PM..
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September 27th, 2008, 06:42 PM
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Sergeant
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Join Date: Jul 2008
Location: London, England
Posts: 354
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
i would put attack, defence and movement down due to no grip on ground and so harder movement, however i wouldn't put anything else down and i don't see why they would suffer, humans would only suffer because we need oxygen to function our bodies(undead are animated by magic) and our blood pressure ,which is usually counteracted with the resistance from the air around us, would make us literally burst(no need for respiration means no need for heart which means no blood pressure)
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September 27th, 2008, 07:03 PM
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Corporal
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Join Date: Jun 2007
Posts: 145
Thanks: 3
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
my advice would be just speeding up spectral undead and giving them armor piercing attacks. Remember Final Fantasy: the Movie? sorta like this would be ok.
Put some Purchasable Tomb-Ships if you can!
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September 27th, 2008, 07:48 PM
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Sergeant
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Join Date: Jul 2008
Location: London, England
Posts: 354
Thanks: 9
Thanked 20 Times in 15 Posts
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
Now you mention it, yes i do remember that movie, btw don't ghosts already have an armor piercing attack like life drain or something?
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