.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 June 23rd, 2007, 10:35 AM

Roghain Roghain is offline
Private
 
Join Date: Jun 2007
Posts: 12
Thanks: 0
Thanked 0 Times in 0 Posts
Roghain is on a distinguished road
Default Re: Greyhawk mod

Aha.
There are no detailed "canon" maps for parts other than the Flanaess, but there are some fan-made detail maps of oerik based on TSR material.

Given the number of seperate nations I daresay you'd run into sprite trouble soon - a massive undertaking to put it mildly.

One could consider creating "teams" of nations/interest groups divided along the six protagonists. Then, some can almost be taken from the vanilla lists - Ermor does feel like the decaying Great Kingdom...
C'tis could be... I dunno, allies from Hepmonaland for the Scarlet Brotherhood... interesting.

*curses his own inability to mod worth 2 copper*
Reply With Quote
  #2  
Old June 30th, 2007, 03:41 PM
Twan's Avatar

Twan Twan is offline
Captain
 
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
Twan is on a distinguished road
Default Re: Greyhawk mod

Version 0.2

- Added the nation of Highfolk (this nation isn't completely finished, these high elves have no heroes for the moment, and like others only standard pretenders).

- some little changes to Greyhawk and Pale units stats


Version 0.2 b

- the elven princess and sorceress were male

- added two multihero commands for Highfolk (giving a ranger lord or an high elf mage)

(Highfolk is a nation leaded by high elves, but with a large population of humans, wood elves, halfling and gnomes as well. The high elves have mages with a forge bonus and practice nature, air, water and fire ; all their leaders have some random magic skills and they can recruit sorceress in forts without labs. Their units have amazing stats but are rather expensive and they prefer shining -but medium- armors to stealth ; the gnomes are slow but have a high MR, and furnish the heaviest infantry of the nation -not super heavy anyway-, their mages are illusionists able to take the appearance of a dragon and are the only ones to have some earth magic ; halflings and wood elves furnish cheap stealthy units but with extremely low morale but with sacred rangers and stealthy knights to support them, the nation has a good raiding capacity. )

ps : considering the limitations for mega mod support (trying to test a game with 3 more of my half done nations I start to have nagots), I'll make separate mods for each nation the next time I add one (after my holydays, I'm leaving for some weeks) + a mega mod version without units descriptions and using a smaller number of new sprites.
Reply With Quote
  #3  
Old November 30th, 2007, 06:55 AM
Twan's Avatar

Twan Twan is offline
Captain
 
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
Twan is on a distinguished road
Default Re: Greyhawk mod

v0.3 :
DIDN'T WORKED GAME CRASHED AT GAME CREATION

The error was due to an use of nametype 149.

----


V0.4
Fixed the error.

(removed the attachment - next version in the first and last message)
Reply With Quote
  #4  
Old November 30th, 2007, 10:21 AM
Twan's Avatar

Twan Twan is offline
Captain
 
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
Twan is on a distinguished road
Default Re: Greyhawk mod

It seems using nametype 148 or 149 (presented as available numbers) crashes the game at start. Without the selectnametype 149 (or 148 I tried after) command and an addname "hero" for heroes it works.

I correct that and repost the mod.

Changes :

- changed nation number (70->71, 71->72) to avoid to have Pythium LA units available for Greyhawk
- little changes to units costs, abilities and descriptions
Reply With Quote
  #5  
Old December 3rd, 2007, 11:39 AM
Twan's Avatar

Twan Twan is offline
Captain
 
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
Twan is on a distinguished road
Default Re: Greyhawk mod

A very temporary version (just in case someone wants to test the first pretenders, and to say I continue to work on this mod).

V04b

- ranger lord of Highfolk had 0 leadership (the #copystats + okleader bug) made him goodleader for the moment

- changed Highfolk religion, priests are now druids with N2, ranger lords have N1, so all religious leaders need temple+lab to be built when most elf magic-users (with innate powers = only randoms) can be built in forts without labs (makes the nation more special)

started to design pretenders... (note that it's a conversion mod, so changes affect all nations even vanilla ones)

- many common pretenders disabled*, I'll later use these ids for common Greyhawk pretenders -actually the only one added is the Immortal Knight- ;

* actually all common pretenders or Marignon pretenders removed for The Pale have been made restricted gods of Greyhawk or Highfolk (because they had very few choices without), and I've let the Wyrm available for all (will be changed once all nations have their gods)

- there will mythical giant/monster pretenders will be very rare out of avatars of Greyhawk's gods, undeads, dragons and other appropriate creatures ; several SC-types won't be changed much but will become avatars of corresponding local gods.

- first new pretenders added for The Pale (not all the nation will get)

- human pretenders get a little more hit points, +4 usually (as hit points and size are less linked in general in this mod)


As with the new patch descr and units id limits will be removed (or at least pushed a lot) my project is a (quasi) total conversion mod (all ME nations & most pretenders will* be changed as well as many units used in poptypes, the goal being to make possible a 100% greyhawkian** many nations game -then I'll use all this for a scenarized Oeridia map). Only magic will stay as it is (except perhaps some added national spells).

* hum if/when I find time, count 3 more open ended d6 months ; and if I don't run into another technical limit of course

** note that it's not official Greyhawk(tm) but Greyhawk as in my old AD&D campaign, full of weird player ideas integrated in 10 game years (the Follower of Odin pretender ie was a friend's player character)

I'll wait for next patch to add new nations (because with three more of my half done ones I start to have description limit bugs, and because some usefull commands -ie #patrolbonus and #darkvision- have chances to be added, reducing the huge number of copystats I have to use for some factions).

When I'll find motivation for that I'll also change some units sprites (not really good at making good looking ones, ie the high elf crafter is awfull ; and some units actually use non relevant copysprites -greyhawk's merchant oligarch used a Tien Chi sprite and now looks chinese as the sprite has been changed in vanilla- etc...).

edit : removed attachment (actual mod on first post), when I attach to several messages I always forgot to change one and people end downloading an old version
Reply With Quote
  #6  
Old December 5th, 2007, 08:12 PM
Twan's Avatar

Twan Twan is offline
Captain
 
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
Twan is on a distinguished road
Default Re: Greyhawk mod

Version 04.c (attached to first message) : added 2 pretenders the prismatic mage and avatar of obad-hai (the two have many shapes, and didn't worked as planned - see the "mysteries of multiple shapes modded monsters" message) but I finally got them working in some way (the prismatic mage finally only uses #secondshape, obad-hai has to wait one turn to change back to first form).
Reply With Quote
  #7  
Old December 9th, 2007, 12:42 AM
Twan's Avatar

Twan Twan is offline
Captain
 
Join Date: Sep 2004
Location: France
Posts: 961
Thanks: 2
Thanked 12 Times in 8 Posts
Twan is on a distinguished road
Default Re: Greyhawk mod

Version 0.4d (attached first post)

New common pretenders (Avatar of Xan Yae, Lord of Men, Doppleganger, Avatar of Bleredd)

Finished the special pretenders for the Pale (Avatar of Pholtus, Avatar of Berei, Theocrat, Grandmaster of the Moon, Grandmaster of the Star). Next I'll add some for Greyhawk and Highfolk.

Some minor changes.
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 05:02 AM.


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