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December 13th, 2008, 02:20 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Re: Dominions 3000 v0.75 - 7th race added: Dragons
Ok v0.75 has been uploaded all issues I could find have been changed, I've also changed a few týpo's in some descriptions and just tweaked stats a bit when I felt like it. All summons spells I knew to be unfit for dom 3K have been removed I think. Spells I didn't know or some very powerfull summons remain.
If the few testers that regularly visit this thread could DL the new mod and maybe test it as much as possible in the next week (maybe even put older SP games on hold (I know I'm asking much) (maybe even divide nations between them to improve this even further. New nations need most testing IMHO) then we could maybe start a game in the next few weeks.
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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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December 13th, 2008, 10:25 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Dominions 3000 v0.75 - 7th race added: Dragons
I will give the orcs another run tonight. Possibly ulm also, the changes to them sound like they could be significant. If I get through both of them I will take a look at jomon.
I think 5 AN may still be too high, if you're going to have an AN aoe attack I would make it maybe 2 or 3 damage at most and rely on number of shots or random dice rolls to kill. But with the change to prot on units maybe ranged damage gets done faster now and it's not too much overkill.
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December 14th, 2008, 12:17 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Dominions 3000 v0.75 - 7th race added: Dragons
Imo the solar system map is getting a bit too small for all the races in the game (69/7=9.8), it would be nice to have, say, an 80-100 province map to play on, preferably with a higher proportion of planet provinces as compared to space, to make it slightly easier for the weak space races to perform well.
Also, Jomon isn't necessarily great at defeating independants, but being by far the most powerful race in space gives them a huge advantage over most people. Plus the power of their oni is not to be underestimated against 10hp units.
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December 14th, 2008, 01:57 AM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Dominions 3000 v0.75 - 7th race added: Dragons
Did you give incunrest to the orc shamans too? I haven't tested extensively but it feels like it... if so I don't know that I like that, it's already hard enough to justify building them that giving them unrest makes it almost not worth it. I think the unrest from aspiring heroes has reached the point now where it has a significant enough impact on you themselves.
Oh, you might want to change the colors for each nations graphs so they aren't all black, it can be annoying trying to figure them out as is.
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December 14th, 2008, 03:15 AM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Dominions 3000 v0.75 - 7th race added: Dragons
Ulm's hero for some reason has his stats listed in his description. Also I'm not sure if this is WAD but planet guards get no melee weapon in space. Somehow I think we already had that discussion, I just don't remember it. I'm a bit iffy on orcs having ranged weapons stronger than any ulmish soldier uses, but the orcs do tend to kill things mostly with ranged, I'm not sure how they'd manage if their weapons were weaker. Probably not very well. On the other hand, maybe black knights at least could have equivalent weapons.
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