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  #41  
Old November 14th, 2007, 03:15 AM
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Default Re: City wars-Gang wars, a new map + mod ALPHA

Quote:
Aezeal said:
13 downloads and only one posting feedback.. is it that bad?
Trying to get feedback from the players is like trying to climb the Mount Everest naked -> practically impossible.

You'll just have to wish that some kind soul will bump into your mod and make your day.

I really don't have time to test other mods. I've got my own and some MP games to play. But, I've actually made a few criminal units in my mod (Crime Lord, Thug and Cutthroat). Feel free to steal them for your mod if you like. See the link in my sig.
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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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  #42  
Old November 15th, 2007, 12:43 PM
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Default Re: City wars-Gang wars, a new map + mod ALPHA

Aezeal....no, the map isn't that bad. I am having fun with it. Jotunheim with poor income scales> Not sure about the rest of the map, but the east half outside the city has low pop provinces and very low income. I can hardly build one mage per turn. Again, I took negative income scales, which is kinda dumb to do as Jotunheim. However, am finding death sites and conjuring mostly undead to do fighting, anyway. They don't eat near as much.
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  #43  
Old November 15th, 2007, 03:55 PM

Aezeal Aezeal is offline
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Default Re: City wars-Gang wars, a new map + mod ALPHA

ALLLL the map has 1K pop/prov... do you think there live 30K pop in one small part of ancient london

I do think about placing more cash sites though.. you think the map needs it ?

I already upped the income to 1/50pop in your game though
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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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  #44  
Old November 24th, 2007, 08:13 PM

Aezeal Aezeal is offline
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Default Re: City wars-Gang wars, a new map + mod ALPHA

The Story:

"You are a stranger in town, a strong, evil stranger and you want power, LOTS of power. The cityguard could be a way.. a LONG, SLOW way to power, and long and slow just isn't like you. The King isn't going to give you his power either, and you hate him for it already, ow yeah, he'll pay too. And religion.. is not the thing for you, except to be worshipped by your minions as they spread your gangs dominion over the city. Take the power you deserve. And the money. And the lives you need to take to get whatever else you want.TO PLAY THIS GAME:
1. create at least 4 nations
2. use The King, The Church and The Nobility as 3 of those and set them to computer controlled, do not choose The City Guard as a nation.
3. Create a slot for your own nation, set it on human.
4. If you want other gangs competing for power in the city create a maximum of 4 other nations.
5. Use an awake pretender (and some combat qualities might be usefull) as your gangleader carving your name in the annals of the city"
--
All water-nations, MA/LA Ermor and MA Tien Chi are disabled. The nations which are used as the resident powers in the city are MA Pythium/Man/Ulm and Marignon and are thus not playable either.

The Map:
the map looks like this: see first post


The map is out NOW!! please play it

The general idea behind the map:
You arrive in a city and start to creat a gang (nation) to take it over. The King in his castle obviously has troops too, as do the Church and the Nobility 2 powers already in the city, fighting for control within the city walls. On the gates the City Guard is posting and preventing scum like gangs like yours to enter the city. Obviously the city guard is at peace with everyone... as long as gangs don't try to cross the gates.

--> The map will be is campaign/RP sort of map with a lot of pre-made quarters where specific people live (and fight to prevent you taking it over).
--> You and (if you want) some opposing gangs start outside the walls, to cross the gate means fighting the guards. To cross the gates also means entering the domain of the Church and the Nobility.
--> The king resides in the castle and is happy enough to stay there if undisturbed, but of course.. to be the boss of all means the king cannot be allowed to live. And who doesn't want to live in his nice castle
--> There is a victory point in the Kings castle so playing for VP or cumulative VP is an option too. Personally I think playing for 10-15 cumulative VP would make the end game a nice "King of the Hill" play.

The new file is attached to this post, DL, play and enjoy
Attached Files
File Type: zip 566696-Gang wars map pack 1.00.zip (7.16 MB, 109 views)
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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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  #45  
Old November 25th, 2007, 11:50 AM
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vfb vfb is offline
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Default Re: City wars-Gang wars, a new map + mod ALPHA

I gave this map a try, and it's a fun setup. I liked the special provinces (getting the Back Alley early was nice).

Blood nations are pretty much screwed though (I played MA Midgard, and gave up on blood hunting since all the provinces so far have max 1K pop).

Perhaps the AI nations should start with more provinces, if that's possible. The king and the church were having a much harder time than I was.

Oh, and I attacked the City Guard, but they didn't counter-attack, even though I only had 1PD in some provinces on their border. One City Guard had the misfortune to be living in Inkpot End. Their cauldrons didn't do them much good there.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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  #46  
Old November 25th, 2007, 11:56 AM

Aezeal Aezeal is offline
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Default Re: City wars-Gang wars, a new map + mod ALPHA

Hmm I noticed I didn't give the church and king the gold mine everyone was supposed to start with.. in the latest edition they do have it.. Did you play the lastest (yesterday or day before) edition? I think not since you don't mention the nobility which now fights with teh church within the walls.

Anyway I've added coppermines (about 10) outside the walls and silver deposits within the walls (and 3 of those outside) So the comp nations should have more cash.

The king is actually locked in with only 3 province but with IMHO a good pretender and outfit and lots of good troop options.. he can just build up his army in there...

The city guard is there and has flags.. but is NOT actually AI controlled (I got it like this and this is what I wanted) they are basicly just a barrier between you and the inner city else the church might get out.. since the guard is a peace with everyone they basicly act as barriers for you (though you can attack them) and the church/nobility (who won't attack them).

Please let me know what version you played if it was the lastest one then I might have to change a few things.. if now.. try the latest one
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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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  #47  
Old November 25th, 2007, 11:58 AM

Aezeal Aezeal is offline
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Default Re: City wars-Gang wars, a new map + mod ALPHA

PS I'm trying to convince the regular game hosters to host this map for me for a 5 human player and 4 comp player game..

Keep an eye out for a new thread in the MP dorum if you'd like to MP this map wih me.
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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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  #48  
Old November 25th, 2007, 02:21 PM

Aezeal Aezeal is offline
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Default Re: City wars-Gang wars, a new map + mod ALPHA

anyone who played this map.. or is interested in a MP on it without playing it... sign up in the MP forum.. the thread is there. naturally it'll be played on the 1.00 version
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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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  #49  
Old November 26th, 2007, 07:12 PM
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Default Re: City wars-Gang wars, a new map + mod ALPHA

I set the AIs higher now, and with 4 mighty "gangs" it's more challenging now.

Is there a reason 127 and 137 are not connected? It looks like they should be. The 119 to 138 connection threw me for a bit of a loop, but then I realized the connection is made by going around the corner. It does seem a little odd that 137 is 2 moves away from 119, but 138 (which looks further) is only one move from 119.

The Unholy Triad also has a bug, but it's just that the names are wrong: The Ghost is a the vampire, and The Vampire is the ghost.

Other than that, really nice! It's good to have an excuse to play with luck scales again.

About MP ... I'm currently not joining any MP games until real life settles down a bit.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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  #50  
Old November 27th, 2007, 04:16 PM

Aezeal Aezeal is offline
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Default Re: City wars-Gang wars, a new map + mod ALPHA

Have you played on the newest version of the map?
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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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