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December 14th, 2008, 12:17 AM
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Join Date: Oct 2007
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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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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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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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December 14th, 2008, 05:21 AM
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Lieutenant General
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Re: Dominions 3000 v0.75 - 7th race added: Dragons
no incunrest only for characters producing troops.
Orcs should be able to deal damage in melee too, their weapons are not that good hitters but do solid AP Damage (and in my test game the just walked through all bullets and broke some PD's. Maybe orcs should get their own blaster with a lil bit less damage and at least less range. (not doing that yet though, first I'll see the effect of changing their armour.
Or just lower precision on all orc troopers by 1.
Since only a few troops used the power blaster I've just given it 18 damage, making it the most powerfull blaster.
Planetguards will have a combatknive in space now.. not that it will do them much good out there.
Fixed Johnny Rico's stats in description.
a new map.. nice idea.. lots of work too though (I have to set ALL landtypes and poptypes by hand) and I'd need a nice picture to start with or I'd need to redraw lines on this map.
Iév done something with the nation graphs... should all be different colors no idea what they'll be I'll check it now but unless it's extremely unfitting I'll not bother with that too much.
THanks for these post, this will improve the mod a lot (and if we MP the graphs will certainly be better visible now
PS I know of a JOmon bug where returning Oni (form ghost form) become the old dom 3 oni... can't find the problem in the code yet and so I'll leave it there for now .
__________________
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 14th, 2008, 05:29 AM
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Lieutenant General
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Re: Dominions 3000 v0.75 - 7th race added: Dragons
I"m thinking R'leyh is a bit powerfull maybe.. the Ilithids and the mutants blast a lot away.. maybe they should be somewhat more expensive?
__________________
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 14th, 2008, 08:19 AM
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General
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Join Date: Oct 2007
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Re: Dominions 3000 v0.75 - 7th race added: Dragons
Hmm, is it just me or are the forums lagging horrifically right now. Anyway.
The unrest thing is slightly weird, I had unrest in my capital when all I was doing was producing ork prentices there, no heroes, and other than that just 80 odd orc troops sitting in the garrison. The orcs do kill things well enough in melee, I just find it's the getting there that's hard. Against someone with a lot of ranged weapons I have to send 3+ large groups of melee orcs or they never reach the shooters due to morale issues. Of course I'd probably have less of such if I used the standards on heroes but they're too fragile and too important to use aggressively without items.
If power blasters are getting such a boost, I would like to see other units have stronger blasters, like siege tanks (which use a standard issue space marine blaster)
A new map would take a lot of work, that's really more of a wishlist feature... would be nice but isn't necessary. Something else along those lines: I've noticed ulm's black knights seem to have a sort of black graphical bit that sort of floats behind the sprite. They lose it in their attacking form, but it makes them look a bit odd when they're at rest.
Last edited by rdonj; December 14th, 2008 at 08:21 AM..
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December 14th, 2008, 10:03 AM
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Join Date: Oct 2007
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Re: Dominions 3000 v0.75 - 7th race added: Dragons
Oh and as for R'lyeh. I don't really know, they're one of the races I've played the least. On the one hand the illithids can do a lot of damage to you at range. But on the other hand all their units are expensive and you pretty much are forced to use expensive chaff for your illithids to survive. I think when fighting a player the incredible expensiveness of their units will probably make them not overpowered, but the relatively low mr on almost all units will make it hard to use most thug/sc units in the game effectively against them.
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December 14th, 2008, 12:52 PM
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Lieutenant General
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Re: Dominions 3000 v0.75 - 7th race added: Dragons
most SC material has high MR I think. Which ones need higher MR.. this is the time to say it
Orc ragers have jumpsuits (flying) so cover the distance quicker. The tank does have a cannon next to his blaster I hope? (the orc tank or the Ulmish one?) --> orcs aren't easily checked but the siegetank says it has a cannon at least.
I'll fix that sprite (and a similar thingie for the elderbrains) --> both cleaned up
I've actually worked for about 2 hours on a map today.. it'll not be as nice as the one I got premade but it's getting somewhere. No usefull images on the net readymade.. if we want about 50% space/50-% planet.. well most galaxies are only very very very small bits of planets .
So I'm using a galaxy background with zoomed in boxes of planets which I copy paste in there from other pics. For the rest I'll try to put more provinces per planet and keep the total about 50-50 (if possible)
I think I'll make all startsite province be on a planet with 4 or 5 land provinces (non forest that is of course ) I'll maybe even put a single waterprovince back in somewhere even though basicly no troops can go in there atm just for fun
__________________
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 14th, 2008, 08:52 PM
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General
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Join Date: Oct 2007
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Re: Dominions 3000 v0.75 - 7th race added: Dragons
Hmm, I was thinking the mr of the ulmish capital ships might be too low but it actually isn't too bad. Jomon's suit commanders maybe could use an extra point or two of mr. Insectoid females should probably have higher mr. The commonwealth's teachers of the law have surprisingly low mr... should probably be bumped up a little. Aside from that I don't know, I just went through the recruitables list for each nation, I don't know about summons. I suspect the dreadnaught if anything will have too low of mr, if it has 14 or less it needs more, otherwise it is probably okay.
The tank does have a cannon, yes. I've never gotten any orc summons, it is really hard building up a decent rate or rp.
Actually I counted and on the current map it's pretty even, I think it was 37 space and 33 land, or something along those lines. I was thinking maybe the space zones could be fairly large, so while they cover a lot of space they take up relatively less of the map. Again, because some nations are just terrible in space. Like the insectoids, I'm not sure if they could ever defeat a player because it would be very tough to ever land on a planet. Making planets relatively larger like the ones you're talking about would help with that though, and make it more possible to build extra forts.
I suppose water provinces could represent planets or areas of space that are too dangerous for most lifeforms to survive in....
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December 15th, 2008, 02:43 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Dominions 3000 v0.75 - 7th race added: Dragons
Well if I make the insects only space troops stronger that will have significant impact on their abilities.. but I'll see after our game (or during)
Water can just be water too
__________________
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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