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January 21st, 2009, 05:34 PM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
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Re: Dominions 3000 v0.76 - lets go MP
I created Neoclidia for the sole purpose of it being added to Dom3K. Of course I want it added!
Also, it'll feel a lot less out of my hands and I can actually start on Piria (or rather, NOT start and procrastinate). 
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January 21st, 2009, 06:55 PM
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General
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Join Date: Oct 2007
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Re: Dominions 3000 v0.76 - lets go MP
Btw, I got to mess around with neoclidia a bit today. The streamguns still aren't that great but they are at least useful now, at least on independants. I haven't had the opportunity yet to test them on properly shielded infantry though.
I actually think the yithian cultists are a bit overpriced now. At least if you compare them to r'lyeh's illithids. R'lyeh's mind blasters cost the same amount of gold, and have 20 more hp. So they are quite a bit more durable. And actually, the cultists should be relatively more effective against dragons than other units, since they don't really have that much mr and come in less numbers than most things. It wouldn't be too hard to have enough mindblasters in one province to paralyze an entire dragon army.
I am interested in Fate's comment about neoclidia's lasers getting through the commonwealth's shielding so easily. I have been noticing that the lasers equipped on their normal soldiers seem to be abnormally good. They seem to hit far more often than their precision (14) would seem to indicate, and in my personal testing I have found it very hard to damage the commonwealth with non aoe ranged weapons... as in nearly impossible. Is there something going on here causing their lasers to be more devastating than they should be, or does it just seem like they're abnormally good because of the projectile art they're using (I have never seen a neoclidian laser strike hit a random part of the terrain). But if so why are they so good at getting through the commonwealth's shields?
Also, question: Why is the Neoclidian Ghost hero given a theoretically inferior armament to that of Neoclidian Warships?
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January 21st, 2009, 07:07 PM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
Posts: 438
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Re: Dominions 3000 v0.76 - lets go MP
Ghosts aren't heroes, I think. I never intended them to be anyways. Did I do something wrong again?
It seems that I did. Here's a new .dm. And stop complaining about the weapons--the ship's ethereal!
Also, you were supposed to get an "Outer-Dimensional Being", which is also ethereal. Immortal, too. Sucks to be you I guess. Anyways, new .dm attached. I fixed the conflict.
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January 21st, 2009, 06:43 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Dominions 3000 v0.76 - lets go MP
hmmm there are some nice sprites in the vanilla game you could use for the pirians, in the old mod I started there is also an efriti which if you remove the sword looks decent (not the efriti sultan)
__________________
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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January 21st, 2009, 06:43 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: Dominions 3000 v0.76 - lets go MP
have you changed stuff to neoclia btw? Plz attach the latest version to a post and I'll insert it one of these days. Ow wait that last version is only a fe posts away.. i guess that will be it then  . Means you can't make new changes untill I've posted this new versionthough
PS laser and laser melee have same number since you use all names in giving weapons I've just made the last weapon 668. (ow and I've arranged all weapons in order of number.. you made a mess of it  )
__________________
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; January 21st, 2009 at 06:52 PM..
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January 21st, 2009, 08:34 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 v0.76 - lets go MP
ARG I told you NOT to do new updates!! I'll put them in the dom3K .dm one last time and after that you'll have to save them up and send them to me or we need to discuss what needs to be changed in neoclidia before a new version.
edit: for clearity: there needed to be a  somewhere up there.. but I do mean that now you can't update at your own leisure since it just won't be in the mod then 
__________________
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; January 21st, 2009 at 08:58 PM..
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January 21st, 2009, 08:52 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Re: Dominions 3000 v0.76 - lets go MP
Outer dimensional being as a hero instead of the ghost? Hmm. I wasn't really complaining about the weapons, an ethereal ship is pretty cool. I was just wondering.
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January 21st, 2009, 08:59 PM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
Posts: 438
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Thanked 12 Times in 9 Posts
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Re: Dominions 3000 v0.76 - lets go MP
Quote:
Originally Posted by Aezeal
ARG I told you NOT to do new updates!! I'll put them in the dom3K .dm one last time and after that you'll have to save them up and send them to me or we need to discuss what needs to be changed in neoclidia before a new version.
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I couldn't help myself. It was just a couple little changes! I changed the Ghost's number to 2253 and changed the spell to summon them (previously called Create Neoclidian Raiders or somesuch).
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January 21st, 2009, 09:00 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: Dominions 3000 v0.76 - lets go MP
plz read my edit
anyway that last version is in now anyway 
__________________
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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January 22nd, 2009, 09:55 PM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
Posts: 438
Thanks: 33
Thanked 12 Times in 9 Posts
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Re: Dominions 3000 v0.76 - lets go MP
Also, I've got an idea for yet another nation-in-progress (someone else can steal it I guess though, if you want). Essentially, it's a nation of robots. Not really robots, though, I guess, more like a horde of bloodthirsty nanomachines. What I'm thinking of is a fairly unique nation.
They'll start off with one E gem from their capital. They can research a spell to create a unique "Factory" or somesuch that adds another 2-3 gems/turn. Of course, there'll be a few uniques along these lines, so they can end up with maybe 15/turn from these uniques alone. They'll likely also have a basic "Factory" unit somewhat high up, that provides on gem/turn. It won't be as strong as uniques, though--pile all the unique Factories in one place and you've got a practically unassailable fort.
Their units will mostly be swarms. They'll have specialized swarms, mostly--one for assassinating, one "Assembler" or somesuch that can turn into turrets and a couple other things, one for chaff, one for melee combat, one for ranged, etc. They'll likely all have x3 damage vs smaller (or x2 vs larger) units. They'll have a whole slew of cool racial things, like not needing eyes and poison immunity. They'll recuperate, high strength, likely high protection (though somewhat low defense, it's not hard to hit a giant swarm of bugs or bug-analogues), these guys will be fairly nice. And, by late-game, they'll have spells to summon massive hordes of individual swarms, huge planet-eating swarms that make Cthulhu like like a redshirt, the works. They'll be limited only by the number of commanders they have.
Which will be a limitation. You see, they'll be capital-only. Every single unit. Those other fortresses? Tear them down, whatever. You won't need them, probably. It's not like those indies will be useful. Or that you could recruit them, because you'll be losing population somewhat quickly.
Did I mention that? They'll likely have a natural domkill, too, I'm thinking 2x R'lyeh's. Not to mention the factories will spread all sorts of nastiness. They'll likely have a powerful 350+ gold unit to recruit, too, so it's sort of a race against time. Not to mention time probably wins, due to their likely poor research skills (I don't plan on giving them any clear researchers; any really good researchers will be cut down).
So there you have it. Start with low gem income and a gold economy, move to high gem income and gem economy. It's like LA Ermor, if they started with a hangover and later got steroids, if those steroids were on steroids that were actually vicious nanorobots bent on the painful death of anything that could loosely be considered living. What does everyone think? Other then that I'm rambling, incoherent, and insane (I blame that on the time I'm posting this)?
Oh, and, uhh, wall of text above.
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