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  #1  
Old May 24th, 2009, 12:07 PM
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hEad hEad is offline
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Default Re: Dom3: Expansion Pack

Quote:
Originally Posted by Gandalf Parker View Post
Well to me a Dom3 Expansion Pack is:
Streamers and Standards mod
Worthy Heroes mod
Mytheology mod
Magic Site mod
SingleAge mod
and running each map thru the SemiRandom program before playing it.

I understand there is also a mod to add a ton of new spells to the game but I havent tried that yet. There is also a mod that put something like 12 new nations into the extended slots in one move with all conflicts ironed out.

Those are mods that extend the game. Took what was in it and added lots more.

Gandalf Parker
--
To some people, unlimited options seems to them to be zero options.
Without a menu of choices, they are lost.
Exactly right! The game as is stands is with out peer and I can appreciate that at this point of its development it has given all to most of what it has got, but the question is, what possibly extra could be added to the game - either as a metaphoric expansion or an actual sequal?

What more could dominions become? More of the same or could additional concepts or factors to the game with out it becoming something else? As it it, can Dominions 3 be topped? Can the strategy (again not emphasising UI or other improvements expected of a new engine)

For those who know, what was Dom 1 like and how has it changed over the series? I would have loved to player earlier versions to see how far it has travelled.
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  #2  
Old May 24th, 2009, 12:41 PM
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Fakeymcfake Fakeymcfake is offline
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Default Re: Dom3: Expansion Pack

Well I'd assume that Dominions originally spawned from Conquest of Elysium II, which you can get for free now. It's quite similar to Dominions in what you're expected to achieve, and I think I even saw some of the same sprites still being used. Worth playing at least once just for kicks.
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  #3  
Old May 24th, 2009, 04:26 PM

Illuminated One Illuminated One is offline
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Default Re: Dom3: Expansion Pack

Well, what I would change:

Expand the scripting posibilities but at least add a keep casting that specific spell (at that kind of target). The 5 slots are easily filled by buffs, which doesn't allow effective spell combinations with spells the AI doesn't use correctly.

Research is generated by labs (but must still be paid for on a point for point basis, but the number of labs determines the max possible). Different nations get different research per lab/gold ratio, drain affects it on a percent base. Mages are only recruited for combat/rituals/forging and can be disbanded.

Labs get a limited amount slots in that gem/research producing items must be placed in to work. Initial Number of slots is depending on nation or god and can be expanded a couple of times for an increasingly larger price.

A player gets more control over random paths depending on how "institutionalized" magic is for the nation/mage.
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