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September 10th, 2007, 04:25 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: NEW MOD: No Independents
Yes, there is that. The point is that you should not use enslavement against indies or you will suffer the consequences. I can't fix things perfectly. Using inflated resource costs causes the AI to still try to build them, stuffing up recruitment. Inflated gold cost makes them impossible to recruit, but if you hit one with an enslavement spell, you're suddenly paying 600 gold upkeep on that unit.
So, save enslavement against AI armies, they will only have the unmodded units in them.
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October 26th, 2007, 03:36 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: NEW MOD: Better Independents
All right, people update. The last one was screwed up and it disabled a lot of units it was not meant to. The mod has been renamed, because "Better Independents" is a far more accurate description than "No independents".
I have reuploaded the attachment to the first post, as well as uploaded it to my home page. The File is now called Better_Independents.zip and contains three mods: - Better Independents, which increases gold costs to 9000 and base resource cost to 800 for the modded units
- Better Independents Gold, which only increases gold cost to 9000 for modded units
- Better Independents Resource, which only increases base resource cost of modded units by 800
Each mod has its own banner and this approach will allow everyone who wants to use them to pick whichever one suits them best. If you play an astral heavy nation and worry about enslave mind bankrupting you, use the resource version. If that's not a concern, you can pick the gold one or if you really want to make sure, pick the plain Better Indies, it has both gold and resources.
The only difference between the mods is that the resource cost version also prevents Militia 30 (the one you get through events) from being recruited, but that mod also has the issue that sometimes the AI may get the brilliant idea of trying to recruit the 800+ resource units and ganks its recruitment. The gold version can lead to instant bankruptcy by careless use of Enslave Mind but the AI won't try to recruit the indies. Pick your poison.
This mod is also not likely to get any foreseeable further updates, since my limited time does not allow me to waste any more effort on it that could be better spent on the bug list, the DB, the FAQ, my studies and other pursuits.
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May 18th, 2008, 02:29 AM
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Corporal
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Join Date: Jul 2007
Location: New Castle, Delaware
Posts: 67
Thanks: 10
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Re: NEW MOD: Better Independents
Quote:
Edi said:
All right, people update. The last one was screwed up and it disabled a lot of units it was not meant to. The mod has been renamed, because "Better Independents" is a far more accurate description than "No independents". ........
Each mod has its own banner and this approach will allow everyone who wants to use them to pick whichever one suits them best. If you play an astral heavy nation and worry about enslave mind bankrupting you, use the resource version. If that's not a concern, you can pick the gold one or if you really want to make sure, pick the plain Better Indies, it has both gold and resources. ...........
This mod is also not likely to get any foreseeable further updates, since my limited time does not allow me to waste any more effort on it that could be better spent on the bug list, the DB, the FAQ, my studies and other pursuits.
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Edi you must constantly be working yourself to exhaustion trying make improvements as well as tweaking out minor (bugs) to reach god-like game perfection. You also seem to have a personal desire to create this mod for those who hire alien nation mages to diversify their magic base while also making the independents better. A noble cause for those who use this strategy.
Using the game's present Conjuring, Enchanting, Construction, Special site searches, as well as God design points is another (more) challenging strategy for diversifying your magic. In addition to addressing Indies, there is this second and maybe the more important point of Sombre's NI-Map approach.
Both mod approaches add to the diversity of the game and I will have to play all of them also. Dominions-3 is hundreds of game(s) variations coming out of one game box. How much more can I say!
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May 29th, 2008, 02:58 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
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Re: NEW MOD: Better Independents
Attachment deleted.
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May 31st, 2008, 11:23 AM
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Corporal
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Join Date: Apr 2008
Posts: 63
Thanks: 5
Thanked 1 Time in 1 Post
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Re: NEW MOD: Better Independents
I'd just like to thank you Edi for your work on this, I use it all the time now, and although I can't have my Conan indy anymore, I don't mind 'cause I at least I don't see the ai use chaff as much, so anyway thanks alot!
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June 1st, 2008, 02:03 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
Posts: 5,425
Thanks: 174
Thanked 695 Times in 267 Posts
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Re: NEW MOD: Better Independents
Thanks for the feedback. The BI mod will be back, but not immediately. I made some modifications to it that made it even better and allow for more strategy variation and which incidentally also beefs up the AI some more.
I'll see about this and other things sometime in the next two weeks.
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