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  #261  
Old December 13th, 2008, 09:54 AM

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

The orcs would be so hard to kill because whenever a hero is on a planet it generates units. And under normal circumstances you'll almost never lose a hero. So the worse a war is going, the more units you'll have in one place until finally you have dozens of commanders together generating more units than your opponent can possibly counter without huge battlefield destroying spells, master enslave etc. The only practical way to kill them earlier on would be to assassinate the heroes.
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  #262  
Old December 13th, 2008, 10:23 AM
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Darkwind Darkwind is offline
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Default Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition

I haven't even started doing the Pirians yet. They're all in my head. It sure is hot in there now.

I'll hopefully start them over Winter Break.
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  #263  
Old December 13th, 2008, 12:56 PM

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

I'm testing orcs a bit now and they have more cash than I want them to have (or at least too easy) so I've added some unrest to more commanders etc.
They also have VERY high prot, all of them so I've also lowered the prot of all armour types (so also for ulm etc) the spacecraft have gotten a bit more armour.
The Orc infantry have had a bit lower stats and in space even more so.

Killing orc hero's is a viable option throughout the game though.. and there are some powerfull assasins in some nations

I must admit that when you have high dominion you get a pretty insane amount of troops though so I might increase the cost of the upgraded recruitable commanders a bit more so upkeep will be pressing a bit harder.. I'll wait with that though to see the effect of the unrest (which was a killer on orcs in the past) I've also lowered the orc pretender's starting candles a bit (well to 1 actuallY) since dom 10 is a must have and they don't really need much else (though considering upkeep income related scales never hurt) so more investment is needed here. I could also lower his summoning ability a bit.. but I won't for now.. I'll probably nerve the orc troops first if needed (light armour or a special orc armour in between ulmish light and medium) since orcs should stay a bit of a horde race.

Magic for orcs works now though, research too, pretty good research IMHO, might have to nerve that but since buying a reseachers mean less troops it's probably still a hard choice.. now I'm thinking of it the hero probably is worth so much for the race his actualy recruitment price needs to be higher too.. going to do that now

I'm playing the first few turn against the orcs (testing) with Jomon and personally I have a pretty hard time breaking indies.. must be me.

I've lowered the def for the icesuits (on their staff actually) by one and damage a bit too. The Oni ranged attack is still AN but only 5 damage now.. I'm thinking about making it more of a napalm attack with higher AoE (2 probably no need to overdo it) and 3 damage but I'm not doing that yet

I've changed nothing (I think, unless I did that a while ago just after previous version release) in the ao or aka oni naming and it seems correct in my game. Same for orc PD, it seems to be working I'm getting orcs there (I've changed it a bit nonethe less but it was working)
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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; December 13th, 2008 at 01:20 PM..
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  #264  
Old December 13th, 2008, 02:20 PM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.75 - 7th race added: Dragons

Ok v0.75 has been uploaded all issues I could find have been changed, I've also changed a few týpo's in some descriptions and just tweaked stats a bit when I felt like it. All summons spells I knew to be unfit for dom 3K have been removed I think. Spells I didn't know or some very powerfull summons remain.

If the few testers that regularly visit this thread could DL the new mod and maybe test it as much as possible in the next week (maybe even put older SP games on hold (I know I'm asking much) (maybe even divide nations between them to improve this even further. New nations need most testing IMHO) then we could maybe start a game in the next few weeks.
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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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  #265  
Old December 13th, 2008, 10:25 PM

rdonj rdonj is offline
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Default Re: Dominions 3000 v0.75 - 7th race added: Dragons

I will give the orcs another run tonight. Possibly ulm also, the changes to them sound like they could be significant. If I get through both of them I will take a look at jomon.

I think 5 AN may still be too high, if you're going to have an AN aoe attack I would make it maybe 2 or 3 damage at most and rely on number of shots or random dice rolls to kill. But with the change to prot on units maybe ranged damage gets done faster now and it's not too much overkill.
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  #266  
Old December 14th, 2008, 12:17 AM

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Default 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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  #267  
Old December 14th, 2008, 01:57 AM

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Default 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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  #268  
Old December 14th, 2008, 03:15 AM

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Default 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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  #269  
Old December 14th, 2008, 05:21 AM

Aezeal Aezeal is offline
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Default 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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  #270  
Old December 14th, 2008, 05:29 AM

Aezeal Aezeal is offline
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Default 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.
Reply With Quote
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