.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $5.00

   







Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

Reply
 
Thread Tools Display Modes
  #1  
Old January 12th, 2007, 05:27 PM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: \"Master of Magic: Dark Elves\" Mod

The warlocks HAVE doombolts. I modded the spell in for them . Its an evocation 2 spell that does more damage than the standard firebolts, frostbolts etc and scales with the Mage's skill level.

Bah, posted before your edit
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #2  
Old January 12th, 2007, 07:42 PM

CaoCao CaoCao is offline
Private
 
Join Date: Dec 2006
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
CaoCao is on a distinguished road
Default Re: \"Master of Magic: Dark Elves\" Mod

Hmm honestly the black outline looks way out of order and blend in no way with the rest of the game units.
But other than that, it sounds interesting.
Reply With Quote
  #3  
Old January 12th, 2007, 08:01 PM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: \"Master of Magic: Dark Elves\" Mod

Yeah, I have no intention of modifying the graphics, as I want to keep them as close to the Master of Magic versions as possible. When I tried removing the inherent black outline, it thinned the units out a bit, making them less distinguishable.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #4  
Old January 13th, 2007, 12:59 AM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: \"Master of Magic: Dark Elves\" Mod

I tried removing the black outline again, I was able to without any problem, but they do not look like master of magic units anymore. In master of magic, that black outline was noticeable and taking it away changes the units appearance a bit more than I expected. I will post a screenshot for comparison.

In this screenshot, we see some Dark Elves casting their magic blasts at a Klackon force who are about to pwnzer them. (The blue swirlies are the magic blasts mid flight)

Attached Images
File Type: jpg 486899-darkelvesklackons.jpg (68.5 KB, 276 views)
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #5  
Old January 15th, 2007, 02:29 PM
Zarkon's Avatar

Zarkon Zarkon is offline
Private
 
Join Date: Dec 2006
Location: Seattle, US
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
Zarkon is on a distinguished road
Default Re: \"Master of Magic: Dark Elves\" Mod

This looks freakin' awesome! I was ecstatic when I discovered Dominions, because I've been waiting ten years to find a fantasy strategy game better/as good as Master of Magic...

Are you going to mod in the whole repetoire of dark elf units?

I'll happily beta test it for you as well..
Reply With Quote
  #6  
Old January 15th, 2007, 02:37 PM
Foodstamp's Avatar
Foodstamp Foodstamp is offline
Major General
 
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
Foodstamp is on a distinguished road
Default Re: \"Master of Magic: Dark Elves\" Mod

I am going to do all the races and all the spells I possibly can. Before you get too excited though, understand that for instance the dark elves comes to a whopping total of 8 new units. Since I am trying to stay close to Master of Magic, they are not balanced with Dom3 at all.

So far I have the following nations completely done:

Dark Elves
Klackons
Barbarians
Trolls

The Klackons only had five units so this gives you an idea of how much less variety there was in Master of Magic.

My plan to make them more diverse is adding as many of the Master of Magic spells as possible and restricting them to the Master of Magic races I mod in. I am hoping in a patch or two Illwinter will add the fixed name command for heroes, so we can have Zaldron the sage and Bshan the dervish
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
Reply With Quote
  #7  
Old January 15th, 2007, 03:56 PM
Zarkon's Avatar

Zarkon Zarkon is offline
Private
 
Join Date: Dec 2006
Location: Seattle, US
Posts: 22
Thanks: 0
Thanked 0 Times in 0 Posts
Zarkon is on a distinguished road
Default Re: \"Master of Magic: Dark Elves\" Mod

Sooo cool. Since noone else seems to have said it yet, thank you for taking the time to do this.
Reply With Quote
  #8  
Old January 16th, 2007, 07:27 AM

PDF PDF is offline
Colonel
 
Join Date: Apr 2002
Location: Near Paris, France
Posts: 1,566
Thanks: 0
Thanked 0 Times in 0 Posts
PDF is on a distinguished road
Default Re: \"Master of Magic: Dark Elves\" Mod

Quote:
Foodstamp said:
I am going to do all the races and all the spells I possibly can. Before you get too excited though, understand that for instance the dark elves comes to a whopping total of 8 new units. Since I am trying to stay close to Master of Magic, they are not balanced with Dom3 at all.

So far I have the following nations completely done:

Dark Elves
Klackons
Barbarians
Trolls

The Klackons only had five units so this gives you an idea of how much less variety there was in Master of Magic.

My plan to make them more diverse is adding as many of the Master of Magic spells as possible and restricting them to the Master of Magic races I mod in. I am hoping in a patch or two Illwinter will add the fixed name command for heroes, so we can have Zaldron the sage and Bshan the dervish
AAAhh nostalgia ... Note that there was much less units choice in MoM that Dom but still there was a good number of summons, some of them "national", and lots of spells that have no equivalent.
Some won't be doable to port as in the original, such as all "unit enchantments" that gave special abilities to standard units (such as magic weapons, flight, invisibility), not only for a battle but "permanent" as long as you paid mana upkeep.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 12:16 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.