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November 26th, 2007, 07:12 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
I set the AIs higher now, and with 4 mighty "gangs" it's more challenging now.
Is there a reason 127 and 137 are not connected? It looks like they should be. The 119 to 138 connection threw me for a bit of a loop, but then I realized the connection is made by going around the corner. It does seem a little odd that 137 is 2 moves away from 119, but 138 (which looks further) is only one move from 119.
The Unholy Triad also has a bug, but it's just that the names are wrong: The Ghost is a the vampire, and The Vampire is the ghost.
Other than that, really nice! It's good to have an excuse to play with luck scales again.
About MP ... I'm currently not joining any MP games until real life settles down a bit.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 27th, 2007, 04:16 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: City wars-Gang wars, a new map + mod ALPHA
Have you played on the newest version of the map?
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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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November 27th, 2007, 07:27 PM
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General
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Join Date: Mar 2007
Location: Japan
Posts: 3,691
Thanks: 269
Thanked 397 Times in 200 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
Yes, I've been playing on the latest version, "gangwars 1.00.dm", right?
__________________
Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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November 28th, 2007, 04:18 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: City wars-Gang wars, a new map + mod ALPHA
yes, and on that map the resistance inside the city was to low??
I'd think that with more province for the both of them, and more cash province in there they should be able to give a fight. Easily adjustable though.. I'll just give em MORE cash in a next version
1.01 added
__________________
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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June 6th, 2008, 08:38 PM
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First Lieutenant
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Join Date: Nov 2007
Posts: 749
Thanks: 25
Thanked 28 Times in 18 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
Yeah, I saw the bit about choosing the King, Church, etc. and I did that. But I also needed to choose an age and I don't recall being prompted to choose any particular one--yet when I tried anything but MA, I couldn't add the right number of players for some weird reason. It wasn't a big deal, but it could confuse somebody.
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June 7th, 2008, 07:02 PM
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Second Lieutenant
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Join Date: Jul 2007
Location: country of stinky fromages
Posts: 564
Thanks: 29
Thanked 15 Times in 13 Posts
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Re: City wars-Gang wars, a new map + mod ALPHA
I've started a games with EA Niefelheim, with three additional gangs, and LA T'ien Ch'i started with a vampire count and ghost champion (heroes both) + 10 ghosts/ 5 vapires.
I met them on turn 2 with my pretender, prophet and starting army, it was painfull.
I suppose indeps are not cleared when gangs are added ?
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Senior member of the GLIN !
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June 7th, 2008, 07:30 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: City wars-Gang wars, a new map + mod ALPHA
there is an independant prov which has something like that in it.. it;s not supposed to be from a gang though :F
__________________
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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