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Amos
January 30th, 2007, 11:20 AM
Version 0.16

This mod is the Nephilim middle age.

Turn off the "Angelic Crusade" and the "Stygian Corruption" mods to avoid conflict.

Summons:
Mater Mundi -> Bonded Enforcer x 2
Lord Judge -> Bonded Hound
Lord Arbiter -> Bonded Pike x 3

WraithLord
January 30th, 2007, 04:13 PM
Looks great http://forum.shrapnelgames.com/images/smilies/happy.gif

HoneyBadger
January 30th, 2007, 05:55 PM
Amos, I hate to ask because it probably entails a lot of work, but is there any chance you'll be adjusting your mods at a later date so that all of them are compatible with one another and the rest of the nations/mods?

Thanks!

Amos
January 31st, 2007, 07:28 AM
I dont like using #clear commands on a nation, they dont work very well in that its not a perfect cleaning (for ex. the national spells are unaffected by cleaning). All my same age nations are compatible. If you play middle age, or any age, you dont need the rest of the ages turned on. Turning the mods on or off is a very simple process, one I personally prefer to #clear commands. You dont have to do it every time you play, only every time you start a new game.

Version 0.02

-Gave Lilith #succubus ability
-Nemesis sprite slightly changed

HoneyBadger
February 1st, 2007, 05:17 PM
Oh I see what you mean. Does that make your mods incompatible with the mods of others, though? When it's possible, I like to play in a mod-heavy environment, and I'm designing quite a few, myself. I don't think your mods should interfere with other mods, but it'd help to get your thoughts on this, since I'm not 100% familiar with how mods work with or against each other.

Thanks a lot

Amos
February 2nd, 2007, 02:50 AM
The numbers for units, nations etc. are limited so the conflicts with other mods are inevitable. The numbers I'm using for a particular mod are shown at the beginning of the mod file.

DrPraetorious
February 2nd, 2007, 03:35 PM
Eventually I really will release "reconciled" mod compilations - it's not hard to remove all unit ID clashes if you have, say, a computer.

But at the moment you can't play with more than four or five mods at once anyway - I'm still getting the "sprnbr too high for file" error when I try to combine more than a few mods.

Assuming that isn't a result of my error (someone else can try loading seven new nations at once and see what happens,) we'll have to wait for a fix from Johan, and I think he's got other piorities.

Amos, nice pixel art!

Amos
February 3rd, 2007, 05:07 AM
Version 0.03

-Renumbered all the units
-Removed ethereality from Stigian and changed his sprite again

I didnt have time to test this version, so I'm posting it as is.
I'm also thinking of giving Mater Mundi the ability to produce bonded instead of having them recruited. Maybe Mater Mundi will cost another 100 and when "summon allies" will get 1 Hound, 2 Enforcers and 3 Pikes. Any thoughts?

Endoperez
February 3rd, 2007, 05:49 AM
I'm pretty sure about #makemonster being only able to generate monsters of one spesific type. If you gave a unit three #makemonster commands, it'd have three different monster creation orders. In your case, it would be 1 Hound, 2 Enforcers OR 3 Pikes.

Amos
February 3rd, 2007, 08:18 AM
I already tested that and there is no problem technically. What I was asking was if it will completely screw up what little balance there is in the mod. I'm now thinking 1/1/1 is a better option.

Endoperez
February 3rd, 2007, 09:30 AM
Heh, you're right. I had tested combinations of multiple #makemonster1 or multiple #makemonster5 commands, not a combination of two different #makemonster commands. Very interesting command.

Amos
February 3rd, 2007, 09:41 AM
Too bad 1/1/1 isnt working http://forum.shrapnelgames.com/images/smilies/frown.gif. I've tested 1/2/3 version and its just too unbalancing. I distributed the summons: a Hound to Lord Judge, a Pike to Lord Arbiter and an Enforcer to Mater Mundi. I'm posting it as a main version.

Amos
February 5th, 2007, 08:02 AM
Version 0.05

For now this is the final version (unless there are mistakes or I want to add a unit).

Amos
February 7th, 2007, 12:44 PM
Mistake in one of the descriptions corrected and posted.

Amos
February 11th, 2007, 10:50 PM
Version 0.06

Added another unit "Norite Cuirassier".

Amos
February 15th, 2007, 01:12 PM
Cuirassier's armor made heavier.

Amos
February 17th, 2007, 03:09 AM
Version 0.08

Mater Mundi summons 2 enforcers; Lord Arbiter summons 3 pikes.

Amos
March 15th, 2007, 05:10 PM
Version 0.09

Changed spell prices:

Guardian - 8
Bengehenom - 18
Pathwalker - 66
Soul Construct - 11

Amos
April 26th, 2007, 09:47 AM
Version 0.10

Lowered prices;
Lowered Nephilim sizes to 3;
Changed pike sprite;
Mutant lost trampling.

Amos
April 28th, 2007, 11:14 PM
Version 0.11

Body armor heavier.

Amos
May 4th, 2007, 09:26 AM
Version 0.12

Inventory fixed.

Amos
October 9th, 2007, 09:33 AM
Fixed the wing weapon on Bengehenom.

Humakty
October 9th, 2007, 09:54 AM
Were you inspired by something making those mods that form an evoluting nation through the ages ? (Angelic, Stygian...)

Amos
October 9th, 2007, 04:30 PM
My own original graphic novel (that I've been drawing for years and its still not done) http://forum.shrapnelgames.com/images/smilies/happy.gif.

Humakty
October 10th, 2007, 06:38 AM
I was a game master when I was younger, and I loved to create my own worlds and I must admit the factions you created are all quite nice. Sad their original gameplay turns me off playing them more than a few turns. Maybe when I'll be more experienced at dom 3.( I have yet much to discover on vanilla!)('surtout' with the awesome (+20) patch).
So could you continue modding, so that I'll have something to do when I get bored of vanilla ? http://forum.shrapnelgames.com/images/smilies/laugh.gif

Amos
October 10th, 2007, 07:13 AM
I think that, if you get bored with the vanilla nations plus all the nation mods on the forum, no new mod I could possibly make will help relieve that boredom http://forum.shrapnelgames.com/images/smilies/wink.gif.

Amos
October 31st, 2007, 09:28 PM
Finally fixed "Norite Dervish" unit and its weapon. It works as intended now.

I'm making ME Angels now to fight wars against Nephilim.

Amos
December 9th, 2007, 06:49 PM
Changed some of the inventories. I didnt like 4 misc slots on regular commanders.
Later today I'll add an anti-aging spell to Desert mod.

Amos
January 29th, 2008, 12:42 PM
Version 0.14

- Fixed "Demonic Roar" weapon;
- Guardian's hp and blood cost raised;
- Bengehenom's blood cost raised;
- Stygian and Shadow Emperor given darkvision.

Armadi
January 30th, 2008, 11:25 PM
Thanks for these mods, Amos. They are... insanely good.

Amos
February 1st, 2008, 04:55 PM
Lowered numbers of local defense force.

Amos
February 2nd, 2008, 10:46 PM
Fixed "Dark Archon" inventory.

Amos
February 6th, 2008, 05:01 PM
Version 0.15

Added a new spell "Unholy Initiation" that summons Fallen Angel.

Amos
February 8th, 2008, 02:26 AM
Gave Bonded Pike animalawe 3.

Amos
September 2nd, 2008, 06:35 PM
Version 0.16

- "Ruah Blade", "Soul Lens", "Demonic Roar" & "Wing Pass" are mind weapons;
- "Soul Construct" and "Pathwalker" are stormimmune.