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  #1  
Old October 2nd, 2008, 06:02 PM
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

Dwarves?
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  #2  
Old October 2nd, 2008, 06:15 PM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

Hmm would dwarves work without ships and guns?
Dwarves would be the first nation which would have guns
also dwarves (especially dwarves I might say) are often presented as a race, not as individuals

not even close
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  #3  
Old October 2nd, 2008, 09:18 PM
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

Either dragons or horrors. I'm leaning toward the dragons. If so, there are some dragon nations around.
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  #4  
Old October 3rd, 2008, 06:06 AM

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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

Or an angelic nation, angel, dragon or demon. Or vampires :P

Space werewolves! Beholders!
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  #5  
Old October 3rd, 2008, 08:53 AM
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

I found an old thread where Psientist has been providing sprite images from mods for a space game he once created. Maybe it is of some use.
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  #6  
Old October 3rd, 2008, 01:23 PM

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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

Well it's dragons and did I say there wasn't a nation like it?

But Dragons against spaceships might be fun hating the new technology that makes the lesser races able to invade their territory (space) and fight with them more evenly.

I'm going to try to tell the "story" that quite some dragons are born, lots of them dieing early in live while still small (which are the basic troops) and having no intelligence (not mindless though) then while growing up they evolve into different sorts of dragons (I'm choosing to make all dragons of 1 race and not different races in one nation) the elder they are the more intelligent, more abilities etc. No sacreds amongst recruitables (why would "kids" be holy)
varied magic but probabaly not to much combined in the recruitables and not higher than level 3 in recruitables.

quite some summons of elder dragons, highly evolved, specialized, higher magic power etc etc etc

I'm thinking it will play as a nation of giants (even the smaller troops have higher hp and strengt and thus cost) with the commanders being more powerfull and thugish but less time slots (a major weakness I'd say) and no sacreds troops to get a bless on. (in this regard weaker than say Niefelheim (though I'll balance them primarily for dom 3000 in the first place so maybe I'd need to change some AP attacks to normal attacks to get a decent dom 3 nation) but with GOOD powerfull summons which won't really need the hand slots to be better thugs than niefeljarls (well maybe that is going a bit far... but I'll try to make the highest level summons REALLY powerfull)

I fear this setup will mean there will be a small number of commanders and troops recruitable, (always a weakness in most of my nations since ussually can give a nation what I think it needs with 5-6 recruits and 4-5 commanders. as Niefelheim I'm only recruiting Niefels and mages so the rest of the nation is a bit of a waste for me )

I hope this nation will be liked
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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.
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In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #7  
Old October 8th, 2008, 07:39 AM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

hmmm the nation might even be underpowered.. it doesn't seem easy to play early age.. I've 20 or 21 dragons ready so now I only need to create 1-2 pretenders and they are nearly ready
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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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  #8  
Old November 2nd, 2008, 12:22 AM
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

I've pretty much finished Neoclidia. Seven Old Ones of various types, two heroes, one multihero and so many new spells (most of which are unique) I can't bother to count them. I stayed up all night to do this, too, after months of procrastination. Both the .txt and .dm attached; all the poor Neoclidians need now is some sprites and some balancing.

I particularly like the flavor text for the Great Old Ones and such. Though I guess it's hard to go wrong with alien beings of unimaginable power and no regard for morality at all. What does everyone else think?

Also, bump. It's been a while and it seems this thread has fallen into disrepair. What happened? While my questions never end, even after so long?!

Must sleep now. Bye.
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Last edited by Darkwind; November 2nd, 2008 at 12:23 AM.. Reason: sleep
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Old November 2nd, 2008, 07:05 PM

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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

hmm I'm having a lil less time (which is why I didn't reply to this last message in here sooner , but thanks for the PM anyway) and I'm optimizing the dragons nation which is intended for use in this mod too as a stand alone nation for the regular game to hopefully get some more replies too it (which seems to have worked) I'm posting a new version of it now as it happens. Once that one is sort of balanced I'll put that in this mod too, hopefully saving me tons of worry about the balance of them in this mod. Once your nation is ready I'll be sure to make an update ASAP though or if someone (you ) could set up a MP game for it then I'd add them too.

If you have questions: just ask them and I'll answer (usually the same day but some days like the last 2-3 I'm not much on the comp )

How do we get sprites for you nation though.. that is a harder problem... I've got no idea of what they should look like and I'm more used to taking pictures and only fitting them as a sprite so I can't really do it myself..

EDIT: WOW lots of work on the mod.. we really need graphs for this!!!
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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.

Last edited by Aezeal; November 2nd, 2008 at 07:34 PM..
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  #10  
Old November 2nd, 2008, 09:10 PM
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

I haven't exactly been keeping up with the mod, and I don't have much time right now, so initial impressions:

Ulm:
-Evoc 7 (with no national spells elsewhere in the line) for a 45-gem spell that creates 15 units? By then, you'd probably want more space fighters for the war in space than fifteen ground fighters you could just recruit.

R'lyeh:
-Have you modified the Void Gate units? You'd think they would be changed after so much time and when force to fight on a galactic scale. Forcefield-shielded Vastnesses with mind-enhancing 'helmets', anyone?
-R'lyeh has no summonable ships. This makes puppies cry.
-Most of its national spells are high-end, though I guess that's not really too bad if that was what you were aiming for. Just saying.
-There seems to be some overlap between R'lyeh and Neoclidia. Namely, Illithids are immensely powerful beings who plan on conquering the universe; Old Ones are unimaginably powerful beings that plan on conquering the universe again. The only difference seems to be that the Old Ones can rip you a new one physically as well as mentally, instead of having to rely on slaves.

Jomon:
-The Defender has an incomplete description.
-The fifth unit has no name. This is bad.
-A recruitable ethereal assassin with great stats and a 15-damage AN long-range weapon? Sounds like a walking deathbot for land forces.
-Puppies are still crying, although since Jomon has no ships anyways I guess they're just sniffling.
-Only one, really high-end national spell? That amounts two two weak oni, the Dai Oni, and Oni Dragons. I'm fairly sure Oni Dragons can pretty much only be summoned by your pretender, too. Although if they're as powerful as people say they are, that's not too much of a handicap.

Orks:
-No use for that earth magic?
-Ork Aspiring Heroes can immediately become Ork Heroes. Is there any drawback to this?

Insectoids:
-Are you sure giving the Primordia Regina earth magic (ie, easy access to powerful generic ships due to likely high E magic from crappy scales) was a good idea?

Commonwealth:
-The pretender has Astral and the site gives Astral pearls, but AFAIK the only use are a few high-end astral/w spells. Maybe reduce the Astral income in favor of Water income?

Also, on turn 2 all of Ulm's units disappeared. I don't know why. The mod seems a lot better than the last version I picked up, though all the vanilla spells still seem to be here, likely due to lack of anything to replace them with.

Finally, I'll come back to you with more well-based idea and opinions later; this was a quick look. Sadly, many puppies cried during the making of this post.

Last edited by Darkwind; November 2nd, 2008 at 09:11 PM.. Reason: adding something I meant to say
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