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  #371  
Old December 20th, 2010, 01:21 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

How exactly the Wendigo mechanic works? I mean it´s changing stats/size/etc.... would it be possible to use a similar mechanic to allow normal mages to advance to a better/more experienced mage form.... as an example, would it be possible to use the mechanic to make a MA Man Daughter of Avalon to change to a Mother of Avalon after certain number of turns and, afterwards, to a Crone of Avalon?
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  #372  
Old December 20th, 2010, 01:38 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Makinus, that's an amazing idea. Advance via exp, Ala disciples.
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  #373  
Old December 20th, 2010, 01:41 PM

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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Technically that would be possible, yes. The way the wendigo works is this: each form of the wendigo is given a shape that it should "revert" to - this is the same as the way Mictlan's were-jaguars revert to jaguar warriors after battle. The reversion process happens at the end of every battle, and at the end of every turn. The trick with the wendigo is that instead of reverting to its original shape, it moves on to a new shape each time.

So, if you were to use this for Daughters of Avalon:
- They would move on one step not only every turn but also every battle, which doesn't really make sense (for the Wendigo this is justified by its consumption of corpses after battle)
- You'd need to use as many unit numbers as the number of turns you want the process to last. e.g. if you want a daughter to turn into a crone after 20 turns, you'll need to use 21 different unit numbers. This is fine for one or two units, but would become prohibitive if you wanted to do it for lots of things.

On the whole, I don't think it's workable except for cases where it's especially thematic. Another cool one would be a dragon's egg which would turn into a hatchling, then a young dragon, then finally a big dragon. Again there would have to be some reason why battle made the dragon grow bigger (eats victims? thrives on combat?)

Edit: WraithLord, that wouldn't be possible.
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  #374  
Old December 20th, 2010, 02:16 PM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

The only way to advance from one form to another is in battles? Even so it could work... we could justify Daughter -> Mother as battle experience as the sprites are not too different... but Mother -> Crone is harder to justify (maybe fighting causes early aging to Avalon witches? could be even thematic with the curse that shows up in LA Man).

Another idea would be a ritual that transforms one unit in another (Orc Empire does something like this with the Mawgut), but i´m not certain yet in how to restrict the ritual to only a single type of unit....

Thanks for the answer... i´ll think a little more and see if i find another way....
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  #375  
Old December 20th, 2010, 03:02 PM

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Default Re: Endgame Diversity Mod - stable version (v1.1) released

No, it changes both turn to turn, and in battle as well. So if it fights it changes twice in one turn.
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  #376  
Old December 20th, 2010, 06:00 PM

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Default Re: Endgame Diversity Mod - stable version (v1.1) released

While this sounds like a good idea, I think it's all that it can remain, just an idea as it seems rather difficult to implement.
If every battle were to change a unit into a forward form, what's to stop someone to attack/retreat just to gain those forms in twice the time?
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  #377  
Old January 25th, 2011, 03:16 AM

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Default Re: Endgame Diversity Mod - stable version (v1.1) released

I really want to try this mod. I have it all unziped in the Divirsity folder in the Mod folder, but I've experienced no changes. What am I missing? Went through the whole Mod pdf and don't see anywhere where it says how to actually activate a Mod.
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  #378  
Old January 25th, 2011, 03:29 AM
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Default Re: Endgame Diversity Mod - stable version (v1.1) released

In the main menu of the game, go to Preferences -> Mod Preferences, and activate the mods you want
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  #379  
Old January 25th, 2011, 07:40 AM

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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Thanks for the quick response Jarkko, Mod Preferences is empty, nada, nothing there and this is the only Mod I was trying to load. I'll delete and unzip again and see what happens.
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  #380  
Old January 25th, 2011, 07:53 AM

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Default Re: Endgame Diversity Mod - stable version (v1.1) released

Uh, it sounds like you're doing everything right, but there are no bugs or anything around this so I'll just go through the details.

Firstly, are you using Windows?

Let's say dominions is in c:\games\dominions3

Find the folder c:\games\dominions3\mods (check the spelling - someone before had a folder called "mod" which didn't work).

Unpack all the stuff from the zip into that folder. So now there should be a file called "diversity_1_1.dm" in the mods folder. That's all you need in order to be able to select the mod from within dominions.

There should also be a folder called "diversity" full of sprites in the same place. You don't need the folder full of sprites in order to be able to select the mod, but when you actually try to use it the game will crash unless the sprites are in the right place.

Let us know how you get on.
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