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August 9th, 2010, 04:55 PM
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Sergeant
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Join Date: Sep 2009
Location: Kansas - "Land of Witches and Rednecks"
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Ul'Darath, The Great City. City of Dwarfs, Humans, and Giants.
EDIT: Added water gem to startingsite, made mages better magic unit leaders, added a heavy infantry unit, improved stats on undead summons and heroes.
EDIT: Fixed a few more glitches, added more summons, a hero, and more descriptions.
EDIT: Fixed a few glitches, added a few summons. Still not sure how well it all works...
EDIT: I am posting my LA version of the mod, it's still a work in progress, and my skills at making sprites is laughable. Also, this is the first mod I have ever done for any game. But, I do want advice, criticism, ideas, balance ideas, etc. But, please be gentle, like I said, this is my first attempt at modding anything, and I wouldn't be surprised if I didn't even attach it right...
I have this idea in my head for a MA and LA nation, I have never modded before, so I will probably be using this thread for advise. My idea has to do with a nation starting as a refuge for some peoples and races that disappeared or timed ended in EA. I was thinking that this land of Hoburgs becomes a refuge for the descendants of people like the Horite Giants, maybe some Avvites, some human barbarians, Firbolgs, and Svartalfar dwarfs. In the Late age, the bloodlines have merged and separated and there is a whole race of dwarfs(of Hoburg and Svartalfar blood), along with magically adept humans, and sacred, but more rare giants. I see the people living in a colder climate, furs, style similar to EA Ulm or LA Bogarus.
Really just at the early stages of brainstorming here, but I would apreciate any advice on what kind of units and concept ideas, and also some pointers on a person that has played the game for years, but never modded anything. Thanks.
Last edited by Thanatus del Dragos; August 27th, 2010 at 11:44 AM..
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August 9th, 2010, 06:38 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
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Re: Mod nation Idea
Sounds like a good starting point. All the units are in the game already. All you need to do is find "lost EA units" that will work for each of the general requirements.
You might look at my TinyNation mod for a starting point.
http://www.dom3minions.com/files/TinyNation.dm
Its got the basic points covered and is heavily annotated.
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The Following User Says Thank You to Gandalf Parker For This Useful Post:
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August 9th, 2010, 07:04 PM
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Sergeant
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Join Date: Jul 2008
Location: London, England
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Re: Mod nation Idea
The sprite dumps might be a good place to look, that way you can search through many possibles at once. You never know, you might come across a unit you never knew existed or hadn't thought about, and you might find you'd like to chuck that in.
I believe there's a link in the stickied sprite editing tutorial. You'll want to head there anyway if this is your first mod because it can be alot of help in making yourself the sprites you need.
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The Following User Says Thank You to Nikelaos For This Useful Post:
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August 13th, 2010, 05:35 PM
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Sergeant
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Join Date: Sep 2009
Location: Kansas - "Land of Witches and Rednecks"
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Re: Mod nation Idea
I have a whole week of vacation coming up, and I just bought a car(making me too poor to do anything other than sit on my ***), so I am going to teach myself to mod this game. I think I have set myself pretty well for learning, since the first nation I want to make is made up of a lot of units already in the game, and Gandolfs tiny nation will be a good guide for doing that and I found a tutorial for editing sprites, so I think I have the basic info I need. I'm sure I will come back with several dumb questions when I get started. Thanks.
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August 14th, 2010, 12:02 AM
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Sergeant
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Join Date: Sep 2009
Location: Kansas - "Land of Witches and Rednecks"
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Re: Mod nation Idea
I found a list of units #, but it's not updated and doesn't have anything from Hinnom on it, how would I find the unit numbers for Hinnom units?
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August 14th, 2010, 02:37 AM
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Sergeant
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Join Date: Sep 2009
Location: Kansas - "Land of Witches and Rednecks"
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Re: Mod nation Idea
Never mind that, I figured out the command to look it up in game. But I can't figure out how to get my new units Mountain survival. I'm putting the command #mountainsurvival in but it's not showing up in game.
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August 14th, 2010, 06:51 AM
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Sergeant
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Join Date: Sep 2009
Location: Kansas - "Land of Witches and Rednecks"
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Re: Mod nation Idea
Okay, fixed that too. But for somereason a mage I made has Water 3, but I didnt give him water anything...
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August 14th, 2010, 09:27 AM
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Sergeant
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Join Date: Jul 2008
Location: London, England
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Re: Mod nation Idea
it would be more helpful if you showed us the commands you used. then it would be easier to exactly what went wrong.
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August 14th, 2010, 11:26 AM
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Sergeant
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Join Date: Sep 2009
Location: Kansas - "Land of Witches and Rednecks"
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Re: Mod nation Idea
EDIT: I just fixed this, all I did is change his number to 2724, and it works fine now. So confused.
#newmonster 2104
#name "Rui Diviner"
#copyspr 1935
#descr "The Rui are a human tribe decimated by the Giants of Jotunheim and have come to the Call of the God of the Ancient City of Ul'Darath. The Rui Diviner is a Master of Astral magic, able to divine the future."
#ap 12
#mapmove 1
#hp 10
#size 2
#str 10
#enc 3
#att 9
#def 10
#prec 12
#mr 15
#mor 10
#gcost 280
#rcost 1
#nametype 146
#poorleader
#nobadevents 25
#magicskill 4 2
#magicskill 0 1
#magicskill 1 1
#custommagic 6528 150
#weapon "Staff"
#armor "Robes"
#end
Last edited by Thanatus del Dragos; August 14th, 2010 at 11:44 AM..
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August 14th, 2010, 12:01 PM
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Major General
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Join Date: Sep 2007
Location: Scotland
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Re: Mod nation Idea
Yeah. 2104 is a Ryujin, who amongst other things has W3. You want to be using Edi's db a bit.
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