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September 2nd, 2008, 04:46 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: Dominions 3000 (tentative name)
I really like your nation and I think it will fit in perfectly. Your troops look great and divers. There are just a few armor and weapon thing:
I gave all ships a natural high protection (to avoid a low head protection.) I see you giva e ship prot 0 and then shipplating. I'd recommend you change that to no armor and just 20 prot.
All your ranged weapons have very high #att and that means troops and ships will fire AP, high damage shot AND can't miss. (att 10 means +10 precision I think) already the ranged troops I have in my mod rip through indies and yours would be even worse.
In addition to this I think the heavy lasergun might be a lil too strong on the #dmg part.
The anti-ship cannons (why anti-ship they seem to be able to kill troops just as well.. why not just cannons?) suffer from this too.
Basicly just lil changes I'd advice based upon what I've encountered so far in playtesting my own nations.
Another thing is that I think it might be best if we just use the same weapons as base weapons (not the fancy stuff like your strang claws and deadly signs) but these
#newweapon 652
#name "Light Lasergun"
#att 5
#armorpiercing
#dmg 8
#nostr
#rcost 2
#range 40
#ammo 30
#explspr 10102
#end
#newweapon 653
#name "Lasergun"
#att 10
#armorpiercing
#dmg 12
#nostr
#rcost 3
#range 45
#ammo 40
#explspr 10102
#end
#newweapon 656
#name "Heavy Lasergun"
#att 20
#def 1
#armorpiercing
#dmg 18
#nostr
#rcost 5
#range 50
#ammo 50
#explspr 10102
#end
and
#newweapon 657
#name "Anti-Ship Cannons"
#att 20
#def 0
#armorpiercing
#dmg 15
#nratt 2
#nostr
#aoe 1
#rcost 25
#range 75
#ammo 50
#explspr 10110
#flyspr 362 4
#end
kinda resembles
#newweapon 700
#name "Laser pistol"
#dmg 8
#nostr
#att 0
#def 0
#len 0
#range 40
#ammo 50
#nratt 1
#rcost 1
#end
#newweapon 701
#name "Blaster"
#dmg 10
#nostr
#att -1
#def 0
#len 0
#range 50
#ammo 50
#nratt 1
#rcost 2
#armorpiercing
#end
#newweapon 702
#name "Power Blaster"
#dmg 12
#nostr
#att -1
#def 0
#len 0
#range 60
#ammo 50
#nratt 1
#rcost 3
#armorpiercing
#end
#newweapon 703
#name "Infantry Heavy Blaster"
#dmg 15
#nostr
#att -1
#def -1
#len 0
#range 60
#ammo 50
#nratt 1
#rcost 4
#armorpiercing
#end
and
#newweapon 706
#name "Ship Artillery"
#dmg 25
#nostr
#att -2
#def -2
#len 2
#range 100
#ammo 10
#nratt -2
#rcost 10
#aoe 1
#armorpiercing
#explspr 10101
#end
so maybe we should just make use of the same weapons to keep the future mod nice and tidy. If you have though about all your sounds etc I'll gladly add them to the weapons in my mod and then just change the weapons your pplz are using in the weapons from my mod (you could just copy the basic set of weapons from my mod while you are working so you have them in tehre to work on and then later we leave them out again.) I'd be willing to make the switch for you so you won't be bothered at all. If you are completely against this then so be it but I think it will make balancing the complete mod easier later.
Let me hear what you think.
__________________
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 2nd, 2008 at 04:52 AM..
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September 2nd, 2008, 06:47 AM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
Posts: 438
Thanks: 33
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Re: Dominions 3000 (tentative name)
Quote:
Originally Posted by Aezeal
I really like your nation and I think it will fit in perfectly. Your troops look great and divers. There are just a few armor and weapon thing:
I gave all ships a natural high protection (to avoid a low head protection.) I see you giva e ship prot 0 and then shipplating. I'd recommend you change that to no armor and just 20 prot.
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That's a good idea (I'll probably try it), but what if we were to make "helmet" armor for ships and call it Cockpit Protection, Heavy Cockpit Protection, etc.? That could work too.
Quote:
All your ranged weapons have very high #att and that means troops and ships will fire AP, high damage shot AND can't miss. (att 10 means +10 precision I think) already the ranged troops I have in my mod rip through indies and yours would be even worse.
In addition to this I think the heavy lasergun might be a lil too strong on the #dmg part.
The anti-ship cannons (why anti-ship they seem to be able to kill troops just as well.. why not just cannons?) suffer from this too.
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I agree, I'm not sure what I was thinking when going through the laserguns. Looking back on those, wow. Compared to Ulm's (I assume), Neoclidia's guns are incredible. I'll tone down those #atts and raise the resource cost of the Heavy Lasergun. It was meant to be able to kill things quickly (in one shot I guess), but wow.
Quote:
Basicly just lil changes I'd advice based upon what I've encountered so far in playtesting my own nations.
Another thing is that I think it might be best if we just use the same weapons as base weapons (not the fancy stuff like your strang claws and deadly signs) but these
-snip-
so maybe we should just make use of the same weapons to keep the future mod nice and tidy. If you have though about all your sounds etc I'll gladly add them to the weapons in my mod and then just change the weapons your pplz are using in the weapons from my mod (you could just copy the basic set of weapons from my mod while you are working so you have them in tehre to work on and then later we leave them out again.) I'd be willing to make the switch for you so you won't be bothered at all. If you are completely against this then so be it but I think it will make balancing the complete mod easier later.
Let me hear what you think.
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Part of the idea of Neoclidia was that they used mostly laser weapons instead of conventional weapons (a Blaster sounds a bit different). My lasers look like gifts from heavens compared to yours, though. Perhaps lasers could have higher precision vs Blasters, at the cost of damage? Either way, I might exchange the Light Lasergun for a Laser Pistol. The Anti-Ship cannons probably do need some reworking too, and I might replace them with the Ship Artillery.
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September 2nd, 2008, 09:26 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: Dominions 3000 (tentative name)
That's a good idea (I'll probably try it), but what if we were to make "helmet" armor for ships and call it Cockpit Protection, Heavy Cockpit Protection, etc.? That could work too.
--> sure would work but doing it for all ships is a lot of work and different than how I started so why go there
on the last point I actually meant blasters to be laser myself (like in star wars) so the idea would still be identical 
__________________
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 4th, 2008, 08:44 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 (name confirmed!)
If Ulm is to have tanks, I think there should be a recruitable tank as well. Not any special tank, just a tank. Good old-fashioned kinetic weaponry.
Also, I noticed you were interested in adapting the Amos's Insectoids for space (and thus Dom3K). How do you plan on doing that? Will it be essentially the same as Amos's Insectoids or differ somehow to make it a bit more original? Will it even happen? I have a few ideas myself, but I'll wait.
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September 2nd, 2008, 01:17 PM
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Sergeant
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Join Date: Nov 2003
Location: Fürth, Germany
Posts: 384
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Re: Dominions 3000 (tentative name)
In an astonishing coincidence the idea for more or less the same mod (Dominions in space) came to me when I looked at a Star Wars map recently. The one on Wikipedia already looks well suited - minor modifications and it would be ready to go!
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September 2nd, 2008, 07:10 PM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
Posts: 438
Thanks: 33
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Re: Dominions 3000 (tentative name)
Well, I don't want my Deep Ones and Yithians going around carting Blasters, heavy Blasters, etc. Perhaps we can simply say laserguns focus on lighter but more precise damage? Also, I may as well post the Neoclidian Capital Ship up since that's basically all I did today. Keep in mind it will be summonable with a spell and is meant to be the biggest, baddest ship in the Neoclidian arsenal (as in, really awesome):
#newweapon 670
#name "Devastator Cannon"
#att 25
#nratt -4
#armornegating
#dmg 75
#aoe 2
#nostr
#rcost 20
#range 100
#ammo 13
#explspr 10102
#end
#newweapon 654
#name "Streamcannon"
#att -3
#nratt 4
#armorpiercing
#dmg 8
#nostr
#rcost 5
#range 35
#ammo 90
#flyspr 210 4
#end
#newmonster 2223
#name "Neoclidian Capital Ship"
#spr1
#spr2
#descr "The Neoclidian Capital Ship favors brute force over ancient technology's myriad powers. It cannot move close enough to a planet's surface to battle due to its sheer size; however, the Devastator Cannon deals massive amounts of damage and its Streamcannons are powerful as well. The greatest aspect of the Capital Ship, however, is its sheer bulk."
#flying
#ap 8
#mapmove 5
#size 5
#supplies -65
#flying
#hp 225
#prot 30
#str 10
#enc 1
#att 20
#def 20
#prec 14
#mr 10
#mor 17
#gcost 1500
#rcost 0
#weapon "Devastator Cannon"
#weapon "Streamcannon"
#weapon "Streamcannon"
#maxage 200
#greatleader
#amphibian
#end
I haven't worked much on changing them to forestshapes yet, and I'm not sure how to go about making it impossible for the ship to enter land. I'm thinking it will end up being some sort of nigh-invincible, low-morale flying unit meant to rain Devastator death from above. It has high gold cost due to being huge and needing lots of maintenance, and lots of supplies due to being huge and requiring lots of maintenance people. Also the mapmove is so high compared to AP points due to a "warp drive" or whatever, basically it can fly in behind enemy lines for Devastator mayhem and then fly out.
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September 3rd, 2008, 04:33 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: Dominions 3000 (name confirmed!)
I think you should lower att value for the devastator cannon the precision of the ship isn't that bad anyway.
Also I think the gc is very very high for a none magic user. I think 500 will be more than enough.
Looks nice though..
__________________
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 3rd, 2008, 05:07 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 (name confirmed!)
The point of the Devastator Cannon is to be, well, devastating. Though you can still devastate something if you happen to miss, it's more likely to be a space-orphanage. Thus the precision.
As to the gold cost, I already provided an explanation which was, admittedly, bad. I figured that since, as has been said, ships are going to be much more powerful than the average unit, they should cost much more than the average unit over time. Gems are often not much of a deterrent to summoning a horde of something; a huge upkeep is going to be. The Capital Ship has the highest protection, HOP, and damage of pretty much everything (short of Deadly Sign-equipped Great Old Ones, and it eclipses even Ktalu in pretty much everything) in the mod. It is meant to be a nigh-unstoppable super-weapon. It comes with a cost (two, actually, the huge gem cost and the huge gold cost). I don't want the Neoclidian Capital Ship to become a unit to summon in hordes and send in 10+ packs of 3 against enemies. I want the capital ship (every capital ship really, although I guess it depends on whoever makes the capital ship) to be a single unit that could take on small armies solo and, combined with the many units it can lead, become an unstoppable fleet hellbent on the awakening of the Great Old Ones. I noticed that UlmInSpace's capital ship was recruitable (and, well, just a recruitable ship), and didn't want that to happen to the Neoclidian fleet.
On a semi-related note, I may add recuperation to the Capital Ship to represent nanites and such, and also because a Capital Ship that's lost its eyes or one of its arms isn't much of a capital ship at all.
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September 3rd, 2008, 05:25 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: Dominions 3000 (name confirmed!)
Ulms capitol ship is the generic large spaceship they have.. the dreadnaught is the pimped version of it that needs to be summoned. It's not as powerfull a summon as Jomon or R'lyeh has but that is since I don't want ulm to be really dependant on magic, not even on earth magic.
Well your nation to do with it as you please.. i think the high gc is a bit too much but we'll see later. 
__________________
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 3rd, 2008 at 05:28 PM..
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September 4th, 2008, 12:08 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: Dominions 3000 (name confirmed!)
for shielding I'd use airshield (very good shielding), ethereal I used as cloaking device.
There is only one thing I'd like to see on your ship though and that is #inanimate which makes it a construct. There is a special command now to do extra damage to constructs and I think all ships should be inanimate (there is more ship than crew in the end) so we can use it.
Might be an idea for a nation (I'm thinking of a specialized fighter, with airshield and attacks with extra damamge against constructs.. as a sort of tankbuster).. I think I'll add that one in the near future. I'm also still thinkin of a tank for ulm.. I really think ulm should have a tank or something similar.. they have a lot of tech "in the air" they should certainly have tech on the ground. I'm thinking siege tanks as summons or high construction recruitables.. both would fit well with Ulm with AoE attack, and decent AP and a acceptable close range attack and highish prot, and a shapeshift to an immobile siege engine with even better AoE en damage and siege bonus, no close combat attack (well something weak to replace the feared fist) and lower prot
(I think Ulm should be king of AoE attacks for high prod, balanced with low magic... basicly as ulm always is)
__________________
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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