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January 13th, 2009, 06:15 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 v0.76 - lets go MP
no brains in a jar?
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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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January 13th, 2009, 07:41 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 v0.76 - lets go MP
If I drop the 100% random, maybe I should boost it up the 10% to 20%? I don't want Neoclidia to be stuck with almost only Astral and Earth up until the late game.
@Aezeal: No, no brains in jars. Poor Yithians can't try out their experiments. I might make an Astral "Pocket Brain" item or something which boosts research, though.
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January 13th, 2009, 09:07 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
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Thanked 39 Times in 31 Posts
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Re: Dominions 3000 v0.76 - lets go MP
hmmm as long as you don't remove items that already exists you can do everything you want
__________________
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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January 13th, 2009, 11:25 AM
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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 v0.76 - lets go MP
No no, I didn't mean to remove the 100% random, just the astral part of the random. To lessen the amount of astral the mage gets and give it more diversity.
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January 13th, 2009, 05:02 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 v0.76 - lets go MP
Here's Neoclidia, plus the new Deep One Scholar. I also made a couple other changes, but they're not very large.
Last edited by Darkwind; January 13th, 2009 at 05:02 PM..
Reason: I forgot to add the file!
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January 14th, 2009, 08:14 AM
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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 v0.76 - lets go MP
I swapped in the new mod and tried to load my game... got a "bad #addrecunit command" error.
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January 14th, 2009, 04:25 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 v0.76 - lets go MP
I'm not sure what happened. I deleted all #addrecunit(and #addreccom) commands, saved the file--still a bad one, despite the lack of any commands to be bad. I delete all but one--still bad. I'm not sure what's up. It seems Dominions hates me--first the errors with the Orbital Stations, now this. I might just go PM a better modder about it, see what he (or she I guess) says.
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January 14th, 2009, 07:44 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 v0.76 - lets go MP
I've looked at the lines and can't really find the problem.. what did you change between versions?
Maybe take old version again and put one of the changes in (PS was the scholar recruitable I couldn't see) and then test etc etc. (of course simple stat number changes you can do all at once since that shouldn't be a problem.
__________________
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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January 15th, 2009, 11:58 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 v0.76 - lets go MP
I'm reasonably sure that the only major change was adding the Scholar. I'm just going to go see what a better modder than I can say about it.
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January 16th, 2009, 11:23 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 v0.76 - lets go MP
I contacted Amos, and his help started a spree of modding. As it turns out, I had done my #addrecunits in a rather wrong manner. I also discovered that the reason behind the Orbital Stations showing up as units was because I wasn't summoning them as commanders. The reason they crashed the game was because, due to a typo, they had no sprites (#sopyspr instead of #copyspr). So, I've fixed the no-commander-summoning issue, the typo, my recruiting list for Neoclidia, and I changed the #copyspr for the ships to actual sprites from the Dom3K mod because I was tired of the units showing up as priests and archers.
So there you go. here's a new, hopefully bug-free zip. Kudos to Amos for the help.
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