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January 28th, 2008, 01:26 PM
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Major
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Join Date: Aug 2004
Location: Salt Lake City
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Re: Which Mod Nations are Ready for Prime Time?
Ulm Reborn is completely unlike the traditional Ulm in terms of how the gameplay feels. It's mainly the storyline (I think) that requires it to be Ulm. It's very cool in my opinion, and won the only all-mod game I've played. Sylvania is very high-fantasy Elvish, and might still be overpowered 
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January 29th, 2008, 04:34 AM
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BANNED USER
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Join Date: Feb 2007
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Re: Which Mod Nations are Ready for Prime Time?
I don't think any of my MA nations meet your criteria.
I think Alugra by Burnsaber is well worth a go in MA.
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January 30th, 2008, 11:04 PM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
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Re: Which Mod Nations are Ready for Prime Time?
Quote:
Sombre said:
I don't think any of my MA nations meet your criteria.
I think Alugra by Burnsaber is well worth a go in MA.
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What about your Agra Dis?
Anyone played Alugra in MP before?
As far as why I'm not looking for nations derived from other materials... I suppose it's just a personal preference. I like truly unique things. It's the same reason I don't read fan fiction or care for fan drawn art. I'm sure the modded nations are well done - but they don't really hold that much appeal to me.
I'd be willing to host an MP test game of truly *unique* modded nations...
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January 31st, 2008, 05:29 PM
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BANNED USER
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Re: Which Mod Nations are Ready for Prime Time?
Arga Dis is arguably derivative of 300/Arcoscephale.
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January 31st, 2008, 06:09 PM
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Major General
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Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
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Re: Which Mod Nations are Ready for Prime Time?
Arga Dis is *greek*. It has very little resemblance (other than in sensibility) to 300.
Assuming that Velusion and I share similar standards - a new, German-themed nation named, say, Teutanion, would not be derivative of Ulm.
"Ulm Reborn" is derivative of Ulm 
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If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
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January 31st, 2008, 07:20 PM
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BANNED USER
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Join Date: Feb 2007
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Re: Which Mod Nations are Ready for Prime Time?
Depraved inbred Augurs, red and gold / blood and bronze colour theme, special hoplite shields and shield bashing.
There's a fair bit of 300 in there.
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January 31st, 2008, 07:52 PM
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First Lieutenant
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Re: Which Mod Nations are Ready for Prime Time?
How bout the MA holburgs? Underpowered true, but not derivitive and well play tested.
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Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!
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February 1st, 2008, 12:13 AM
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Colonel
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Join Date: Dec 2006
Location: Dallas, Tx
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Re: Which Mod Nations are Ready for Prime Time?
Quote:
Sombre said:
Depraved inbred Augurs, red and gold / blood and bronze colour theme, special hoplite shields and shield bashing.
There's a fair bit of 300 in there.
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Well 300 is really just idealized spartan history. Giving your mod the theme of old sparta drenched in blood is pretty cool. I actually didn't think of 300 when I was playing with the mod - I thought you just took the militaristic spartan history to it's logical conclusion (blood magic).
And I agree with DrP... re-imagining ancient historical cultures/nations with magic fantastical themes can still produce very original mods(depending on how it is done) - but I would rather not play a "version" (however cool) of an already existing dom3 nation.
The Tombkings mod was very well done as well. Since it is quite different than the fantasy world is it derived from have you (llama) ever thought of completely separating it and making it almost wholly original? The way you talked it doesn't sound like it would be that hard...
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February 2nd, 2008, 11:17 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
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Re: Which Mod Nations are Ready for Prime Time?
Quote:
Velusion said:
Quote:
Sombre said:
I don't think any of my MA nations meet your criteria.
I think Alugra by Burnsaber is well worth a go in MA.
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What about your Agra Dis?
Anyone played Alugra in MP before?
As far as why I'm not looking for nations derived from other materials... I suppose it's just a personal preference. I like truly unique things. It's the same reason I don't read fan fiction or care for fan drawn art. I'm sure the modded nations are well done - but they don't really hold that much appeal to me.
I'd be willing to host an MP test game of truly *unique* modded nations...
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Hi all! Althought I'm serving my country, they're nice enough to give vacations from time to time. I'm keeping a eye on my "babies" with great intrest. It will be really intresting to see what will QM do with "burning heroes".
But, about Alugra. I think that it's close to being balanced, but it needs testing. It has quite odd gameplay and perhaps numerical balance analysis might not work. I did play a small duel with Folket, but unfortunatley it had to be ended premately and didn't provide much data. If you want my honest opinion, you shouldn't include it in the game since there is a chance that it's too overpowered and spoil the fun a bit. It would be really awesome if someone would be intrested enough to do a couple of quick games with Alugra and reporting to me (or tweak the mod themselves, I really don't mind). Then I could tweak the mod during my next vacation.
Don't know if you'd personally like it thought, Velusion. It has a lot of references to super-hero mythoes (althought they came after I had done the main concept).
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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February 2nd, 2008, 01:02 PM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
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Re: Which Mod Nations are Ready for Prime Time?
Quote:
The Tombkings mod was very well done as well. Since it is quite different than the fantasy world is it derived from have you (llama) ever thought of completely separating it and making it almost wholly original? The way you talked it doesn't sound like it would be that hard...
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Yeah, I did think about that quite a lot while I was working on it. Believe it or not, the main thing that stopped me was that I couldn't think of an alternative name for the place that sounded as cool as Nehekhara! Also the Ushabti and the Tomb Scorpion (Bone Scorpion in mine) are very Games Workshop, and not things I would have come up with myself (nor are they derived from Egyptian mythology so far as I can tell). So it's definitely not just a remake of the Warhammer nation, it has more differences than similarities - but at the same time I really can't claim it's wholly original.
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