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  #1  
Old June 6th, 2006, 07:03 AM
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Default Re: Game Modding for Buildings

Humm, so it seems. But I still stand by my assessment of what the effects of such buildings on the game would be. I wouldn't touch the mod with a ten foot pole because it takes too much away without adding anything but micro hell. Especially in MP, which with the crowd here is competitive in the extreme.

I do agree with your point about the total conversion mods, but how common are those realistically going to be? The biggest gripe about nation modding so far has been the inability to mod the starting magic site properties, which is a different beast altogether.

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Old June 6th, 2006, 08:25 AM

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Default Re: Game Modding for Buildings

Well Edi I dont know. Total conversion mods are only good, if they are perfectly bugtested and playtested. There are total conversion mods for RTW for example, and almost everyone using them, and they skip the vanilla game.
..people are creating these mods so others can have some fun...not all mods are perfect but the players can help to the modding team with ideas/suggestions always.
Im very happy with the modding support of doms. Im pretty sure that we gonna see some nice mods for the game, and maybe many people will play with them, if they will be decent.
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Old June 6th, 2006, 01:55 PM
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Default Re: Game Modding for Buildings

I don't have anything against mods per se (as should be obvious from my participation in the CB mod project). It's just that I do have enough experience with Dominions so far (from both PPP and AW) to recognize when an idea won't work. The OP idea was one of those.

Now, if you had a different building for each nation and restricted to that nation, e.g. something that allowed you to build some special units in your castles also outside the home province, that I'd be fine with, or something else in a similar vein that will not work to simply equalize and flatten things for everyone.

I'm not opposed to the idea of buildings as such, as long as they're not overboard and are kept limited in scope.

Edi
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Old June 6th, 2006, 03:05 PM
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Default Re: Game Modding for Buildings

I like the purity of the Dominions building system - lab, temple, fortress. That's it. I might possibly be amenable to splitting the economic and military duties of the fortress, but otherwise, no.
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Old June 6th, 2006, 04:20 PM

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Default Re: Game Modding for Buildings

i think that having more builds / ability to mod them would be really good like I said, especially for MP games.
However Im not sure that the AI could "use" these new buildings very well or not. Example the AI would build a specific new structure to recruit units from it? Im not exactly sure that the AI could handle the situation, but who knows.
Also keep in mind, that NTjedi talked about mods. If IW would add this modding feature [adding buildings and editing them]...well I cannot see anything bad about it, in fact the modders would be happy with it. If some people wouldnt like to see more buildings in mods...well they wouldnt be forced to use the mods afterall, am I correct? Theres the vanilla game for everyone.
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Old June 12th, 2006, 02:49 PM
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Default Re: Game Modding for Buildings


Yes I was dropping some new modding ideas for buildings, thus alpha/beta ideas. I like the idea Edi suggested about nation specific buildings.

Since the modding of buildings and magic sites won't be available the topic can rest in peace... until Dominions_4.
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