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December 5th, 2008, 10:42 PM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
Posts: 438
Thanks: 33
Thanked 12 Times in 9 Posts
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
I'd be willing to join, as any race. I'd prefer the Commonwealth (just to see what's up with them).
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December 6th, 2008, 05:31 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
hmm ok
so we have at least 3 players that is enough for me to test at least 3 races... of course honeycan't play.. I forgot that for a moment and it's really a shame but can't be helped.
Here's what we'll do. I'll enter the dragons as they are now (in the dom 3 mod) to the game somewhere in the next weeks and if anyone wants changes (like the oni damage) then just tell me what you think should be changed and I'll find some time to change it.
Once that is all done I'll post a new version of the mod and we should be ready to play. No wait I'll enter the dragons first so they can be play tested to (game crashing bugs would really be a shame).
I'll need some time and if my first kid is born it might give serious delay but'we should get this running within the month I'd say.
__________________
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 6th, 2008, 09:47 AM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
Posts: 438
Thanks: 33
Thanked 12 Times in 9 Posts
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
I'll repost the bugs I've already discovered (in case you haven't fixed them yet):
-You used "Enslave Minds" on some units, which is not a weapon. Well, you might be able to make it a copy of Enslave Mind with an AoE or something, but it isn't a weapon yet.
-"Life Drain" is not a weapon also. Not sure what that one would actually be though, maybe "Lifedrain"?
-R'lyeh has no summonable ships. Considering their recruitable ship, I think that's an oversight. Not really a bug, but still.
-The Orks don't actually increase their magic when they upgrade (though that should be easy to fix, with Amos' way of doing it right there in the mod)
-Jomon's fifth unit (Aka-Oni, I think it's supposed to be) has no name for me.
-Jomon's Defender has an incomplete description.
-On turn 2, in a test game I was playing, Ulm's units disappeared. Don't know what's up with that, might have been a one-time craaaazy bug.
A lot of these are easy fixes though, so it's not like you have to take a week off to fix the mod or anything.
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December 6th, 2008, 10:19 AM
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National Security Advisor
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Join Date: Sep 2003
Location: Eastern Finland
Posts: 7,110
Thanks: 145
Thanked 153 Times in 101 Posts
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
Vanilla Dom3 has two enslavement weapons:
274 Enslave Mind
189 Enslavement
and several life-draining weapons, including:
63 Life Drain
449 Life Drain
271 Life Drain Tentacle
I still haven't tried this out, but here's my two cents re: Pirians.
There are several Astral spells they should be able to cast. Solar Brilliance, Light of the Northern Star, Astral Fires... Some of the spells could be made national-only, others could have different versions that the Pirians could cast, if you don't want to give them much astral.
Fire/Water spells could also work well. Acid Storm to destroy all armor on the battlefield would be pretty evil.
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December 6th, 2008, 12:52 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
hmm those weapons.. I see what is wrong but I'm pretty sure it was correct.. once.. I've just given them multiple enslave mind weapons now from vanilla game.. should be good. The other is hopefully working better now too.
can't see a reason why the Aka-oni wouldn't be named like that.. all lines are the same as the next oni.
The defenders acutally had a complete description only I used " instead of ' in it s it was cut short (or at least that is what I think it was, will need to check that though)
That last one.. can't think what it would be if it keeps happening I'll think about it.. not now though
I already looked into the orc magicians and in the next version it should be fixed (I recall fixing that a month ago, but was still testing the dragons so haven't released it yet)
Np r'lyeh summonable ships is staying for now.. can't make a new ship for them really. Since there are relatively few mindflayers they don't need much ships for themselves.. r'lyeh has other summons
__________________
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 6th, 2008, 12:54 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
Ow and plz give me a few more post like darkwinds last one (all bugs I've left in the game) so I can try to get a new version with all bug fixes
__________________
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 7th, 2008, 02:39 PM
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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 v0.65 6 races total now.. Commonwealth latest addition
Ork heroes who venture into space still retain their spaceship form when they come back to land.
Also, the space forms of the commonwealth have the same problem that the dragon sprite did where it creates a massive black background for the units.
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December 7th, 2008, 03:25 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
hmmm that is annoying.. I don't really know where that alpha channel comes from, but I should be able to remove it pretty easily. The Orkhero thingie should be easily adjusted, maybe I've already adjusted it when I changed the other forms though but I'll look into it when I'm making adjustments again.
Keep this coming if we want to play a MP game we'd better get most annoying bugs out of the game or we'll be forced to stop it too soon. Major balancing problems can be mentioned too.
Rdonj would you be interested in a MP game for dom3K too?
Any others that would like to join in.. if all nations could be played that would be ideal . I'm most interested in getting the newer nations played though since the first ones have been played more than the others already I guess. Dragons has been tested on it's own so probably needs less testing too.. maybe balancing for this setting but I'd prefer to keep the nation identical in dom3 and dom 3K (easier for me to keep track of changes) it will probably mean they are a bit overpowered in vanilla and relatively weaker in dom3k (no shields might be too much too, in that case I'll give them some sort of lifeforcebioshielding i guess but I'd rather not go there.) The fact they can fly and have decent armour should eliminate that problem somewhat.
__________________
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 7th, 2008, 03:54 PM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
Posts: 438
Thanks: 33
Thanked 12 Times in 9 Posts
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
Gandalf has already discovered that a mod can be altered on the fly in a game, if I remember. So no worries about stopping it, unless a fatal error comes up.
Still though, probably a good idea to get as many bugs done for as soon as possible.
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December 7th, 2008, 03:59 PM
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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 v0.65 6 races total now.. Commonwealth latest addition
I already tossed my hat in, with a preference towards orcs.
Btw it might be a good idea to give the commonwealth some ap melee weapons, they have an awful lot of melee units to have just normal attacks, which are a bit weak in d3k.
Dragons could be hard to balance so they work in normal dominions and d3k with the same version. If the dragons were like they were before the big nerfs I'd say they probably could cut it, as is I am not sure. Actually, I think the dragons have somewhat low armor for the mod.
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