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Amos
March 1st, 2007, 11:31 AM
Version 0.14

llamabeast
March 1st, 2007, 03:01 PM
Amos, would it be possible in your mods by any chance to have a "preview.tga" file with all the pictures on it? It doesn't really matter, it'd just be nice to see at a glance what's in the mod, rather than what I currently do with your mods, which is click on the tgas one at a time (no dominions where I am at the mo).

I'll have a look at this one now, sounds exciting...

llamabeast
March 1st, 2007, 03:03 PM
Wow, they are _really_ creepy.

Shovah32
March 1st, 2007, 03:28 PM
No holiness error.

Amos
March 1st, 2007, 10:43 PM
When I tested it I didnt get the error. I dont know why you should. I'll check again though.

I checked again and there was no error. Did you choose Regina or some other pretender? For some reason, some people get "no holy" error when pretender has holy magic. If thats the case with you, then remove those two lines from "Primordia Regina":
#magicskill 8 1
#holy

BandarLover
March 1st, 2007, 11:37 PM
I have to say, I'm impressed with all of the modders for this game thus far. Amos, your units are practically works
of art. I don't know enough about this game to say if I think something is unbalanced or not but I generally don't even bother recruiting anything besides your nations units when I SP with them. And it's really just because your units look so much better than the games graphics.

I've said it before but it bears repeating, I really like Zepaths mods as well. Part of that is because I'm a big Warhammer geek and his Warhammer inspired armies are fantastic.

Dr. Praetorious(sp?) has some great ideas for nations as well. I don't even really mind that he recycles unit graphics, they still play differently.

I'm sure I'm forgetting some people, but I like everything I've found here thus far. You guys are all awesome. Keeps it up.

Sombre
March 1st, 2007, 11:45 PM
Yeah, Zepath and Amos are the two main mod masters around here. They've both made really great looking nations with a lot of flavour. Amos' are more distinctive looking and contain some more innovative gameplay twists, but Zepath's are balanced for vanilla play and are very modding newb friendly.

Without them the rest of us would have a lot less to play with and probably feel a lot less inspired to make our own nations.

Check out the modlist for more non nation mods and stuff being added ;]

Foodstamp
March 1st, 2007, 11:53 PM
Sombre said:
Yeah, Zepath and Amos are the two main mod masters around here. They've both made really great looking nations with a lot of flavour. Amos' are more distinctive looking and contain some more innovative gameplay twists, but Zepath's are balanced for vanilla play and are very modding newb friendly.

Without them the rest of us would have a lot less to play with and probably feel a lot less inspired to make our own nations.

Check out the modlist for more non nation mods and stuff being added ;]



I could not agree more. I am amazed by the industrious nature of these two. It takes quite of effort to put out a good mod, but Amos and Zepath turn them out like its nothing.

Keep up the good work http://forum.shrapnelgames.com/images/smilies/biggrin.gif

Shovah32
March 2nd, 2007, 05:22 AM
Ive gotten the error trying to host a turn both with and without Regina. Im fully patched with no others mods running and the only thing i can manually get into on your mod is the folder with all the pictures so i cant make the changes you suggested.

Sombre
March 2nd, 2007, 07:21 AM
Just use notepad (or another text editor) to edit the .dm file named,.. insectoids I suppose.

Amos
March 2nd, 2007, 08:37 AM
Open the Insectoid.dm file with notepad as Sombre suggested.



#newmonster 2525
#name "Primordia Regina"
#descr "Oldest living Nest queen, she is the epicenter of the Insectoid superorganism. While other species may view her as a god, the Insectoids don't possess religious philosophies. Their devotion to their Prime Queen is unquestioning and is akin to religious devotion of other races."
#spr1 "./Insect/Regina1.tga"
#spr2 "./Insect/Regina1a.tga"
#ap 2
#mapmove 0
#hp 17
#prot 11
#size 5
#str 14
#enc 1
#att 10
#def 5
#prec 7
#mr 10
#mor 14
#weapon 750
#weapon 750
#gcost 70
#rcost 0
#maxage 500
#pathcost 40
#restrictedgod 77
#startdom 3
<font color="red">#magicskill 8 1</font>
#magicskill 7 1
#magicskill 6 1
#magicskill 3 1
#immobile
#domsummon 2500
#domsummon2 2501
#domsummon20 2502
#female
<font color="red">#holy</font>
#blind
#forestsurvival
#swampsurvival
#heal
#superiorleader
#itemslots 12550
#nametype 117
#end



Remove the parts that are shown in bold here.

Amos
March 2nd, 2007, 10:36 AM
Version 0.05

Added "Scarab" and it's spell.

Shovah32
March 2nd, 2007, 01:47 PM
Did suggested changes, still same problem.

edit: ok, after making the suggested changes, the third time i created a game it worked and is still working. I have one question though: are the spawns from creatures dom dependant?

Shovah32
March 2nd, 2007, 08:26 PM
Very nice mod. I like all the summons but i feel the swarms/swarm mother may be a bit strong. While not very damaging a 1 slave creature with 6 attacks at attack level 13(with each attack reducing the enemies defence by 2 iirc) and some fear seems pretty evil http://forum.shrapnelgames.com/images/smilies/happy.gif

Amos
March 2nd, 2007, 11:45 PM
The spawns from Queen and Hive Queen are dominion dependent.

Amos
March 3rd, 2007, 06:35 AM
Version 0.06

-Second defense commander changed to Queen (didn't make sense that insects would retreat from their nest)
-Removed Drone's castledef bonus.

Psientist
March 3rd, 2007, 03:54 PM
Excellent work as always.

Some thoughts on the balance - when setting a province defense, the drones seem particularly tough compared to militia. Maybe consider setting some "susceptibles", or other balancing? In my test play, setting a province's defense to 20 pretty much took care of any AI attack thus far, particularly as it often provided a Female commander.

Also - maybe a flying SC pretender option? Just a thought.

I like this mod as a thematic break from most of the fantasy-based mods and nations.

Amos
March 3rd, 2007, 05:36 PM
I've lost provinces with the defense of 40, but the drone/soldier/male 20/15/5 setup possibly is too strong. I'll play with the numbers and try to balance it better. This mod is by far my most balanced mod.

Amos
March 4th, 2007, 08:23 AM
Try this version: 1-15, 2-10, 2b-5. That way you will get only drones until defense hits 20.

Amos
March 5th, 2007, 07:11 AM
Version 0.08

-Added Nectids (Underwater Insectoids, so you will have to capture an underwater province first to produce them. The Nectid queen is amphibian so she can live on land. She can also move);
-Other fixes and changes (ex. Hive queen and female inventory fixed).

Amos
March 7th, 2007, 10:04 AM
Small changes to Nectid &amp; Queen Nectid sprites. Lowered Dreadnought's defense.

Amos
March 9th, 2007, 04:09 PM
Version 0.09

Protector improved as a ranged unit (str 18, ap 5, def 5, prec 9).

Amos
May 4th, 2007, 09:20 AM
Version 0.10

Inventory fixed.

Londo_Mollari
May 8th, 2007, 11:25 PM
Thx Amos, i love your mod http://forum.shrapnelgames.com/images/smilies/happy.gif

Murder
May 11th, 2007, 02:55 AM
cool mod man http://forum.shrapnelgames.com/images/smilies/laugh.gif

except i dnt get exactly how th nation is supposed 2 work lol...

its obviously a blood nation thingy, but it seems i cant get any real units other than swarms and commanders? http://forum.shrapnelgames.com/images/smilies/frown.gif

is there some way of getting drones n soldiers and the rest of the nations creatres?

and btw gfx r great http://forum.shrapnelgames.com/images/smilies/laugh.gif

did u draw them from scratch or photoshop somethin else?

great mod =D

Amos
May 11th, 2007, 08:01 AM
except i dnt get exactly how th nation is supposed 2 work lol...

its obviously a blood nation thingy, but it seems i cant get any real units other than swarms and commanders?

is there some way of getting drones n soldiers and the rest of the nations creatres?




You summon commanders (Females) then move them to a province you prefer and turn them into Queens that spawn units based on dominion in the province.


and btw gfx r great

did u draw them from scratch or photoshop somethin else?



Half and half. I used my sprites from another mod as a base unit. When I have to draw something from scratch I get bored, quickly, so I prefer to work with layers.

Murder
May 11th, 2007, 08:25 PM
ah kk, Ill try again, coz my females wernt spawnin sh*t lol http://forum.shrapnelgames.com/images/smilies/tongue.gif

but v. cool idea and doesnt seem overpowered as of yet...


and yeah i knw what you mean, did you create the original base thing for them? and yae I know what you mean by using layers because its pretty pointless starting from scratch if your trying to make a swordsman when you already have a maceman who looks exactly the same save having a different weapon.

so Im guessin I should take dom 8+ at the start and spam temples whenever I can

NTJedi
May 11th, 2007, 08:57 PM
Is this an Insect Nation MOD? Or a MOD which adds insect units?

I wish I had the time to create some of mods.

Great work AMOS !! Some screenshots and a brief description on the first post of this thread would encourage more people to download the mod.

Amos
May 12th, 2007, 09:55 AM
so Im guessin I should take dom 8+ at the start and spam temples whenever I can



Its #dyingdom and #nopreach so the temples wont help you unless you sacrifice in them.


did you create the original base thing for them?



Also half and half. Half mine half concept art from some game I dont remember.


Is this an Insect Nation MOD? Or a MOD which adds insect units?




Its an Insect nation mod.

Morkilus
May 14th, 2007, 03:29 AM
This mod is quite creative and interesting! I'm loving planning to equip the assassins, and having the queens be immobile upon planting is quite the twist. I'm aching to see them in combat, but that won't happen until the AI gets feisty.

Methel
May 18th, 2007, 03:56 PM
Great mod http://forum.shrapnelgames.com/images/smilies/happy.gif

Why should we have death 1 though?

Amos
May 18th, 2007, 07:32 PM
The Insectoids eat people among other supplies. Also, they dont leave any food for local population.

Methel
May 19th, 2007, 10:48 AM
ah, so its thematic "only"?

Sofar Im enjoying you're mod immensly.

Its quite strong, yet somehow ponderus in its expansion. That might be in part becouse I dont use food as soldiers.

It might also be becouse I script the females to shift shape in the first turn for divine blessing http://forum.shrapnelgames.com/images/smilies/wink.gif

Amos
May 19th, 2007, 12:13 PM
It might also be becouse I script the females to shift shape in the first turn for divine blessing



I do that for sieges. I would advise you to use more than 1 Female to lead your troops (I use 3-4), and only change 1 for battle when you really need too.


Its quite strong, yet somehow ponderus in its expansion. That might be in part becouse I dont use food as soldiers.




I play with Death 3 so I'm out of money for most of the game. That makes the use of indy troops a non viable alternative to national summons.


ah, so its thematic "only"?



The use of Death scales should also solve the problem of an extremely powerful local defense.

Oups, forgot to add #nodeathsupply. The download link has been updated.

Xietor
May 28th, 2007, 06:28 AM
I have a real life friend that loves this race Amos. Though
I have not had a chance to play it yet, I have seen him play it. No clue why some people are too shy to give feedback to the authors of the mods they play(:

NiknudStunod
October 17th, 2007, 02:07 PM
Bringing this thread back from the dead......

I have been playing around with this nation for the last several days and I honestly feel it is much to strong compared to all other early era nations.

The ability to expand and to do it quickly means you can start laying the foundation of a high dominion very early. This nation relies on dominion and only dominion. The fact you don't need to put any money into troop build up means lots and lots of temples. Even if you were to start at 1 dominion for your hive queen you would have no problem increasing that to 5-8 in under 100 turns.

Now the creator says to set it to 1 death at the start of the game. Now here is where we hit the double edged sword.
1 death is honestly not enough. I found myself with almost 10,000 gold almost 40 turns in. This was with me making a lab and a temple in each province I took over as well boosting the local defense of each province up to 20. Now if I do what the creator does and boost it up to 3 death I pretty much am setting up a death warrant for every other nation I am going up against. Being a nation that relies on its dominion I will have a easy time taking over the empty provinces vacated of population. To top it off since it costs me nothing to produce massive amount of troops I can simply turtle it with high defense and taking over the weak points.


Local defense is the last thing I want to touch upon. There are 2 reasons why I think local defense should be disabled with this nation. The first is with money being as plentiful as it is for this nation it isn't hard to have almost no weak points. As soon as you take a province you can boost the defense to 30-40 then work on getting a lab and temple up. The second thing is the troops used are much to powerful. It wasn't uncommon for a local defense of 30 to hold off a invading army of 60-70 and almost completely wiping them out.


I had some fun playing this nation but with what I see as imbalance I really can't see myself playing it much in the future.

Amos
October 17th, 2007, 08:30 PM
Local defense is the last thing I want to touch upon. There are 2 reasons why I think local defense should be disabled with this nation. The first is with money being as plentiful as it is for this nation it isn't hard to have almost no weak points. As soon as you take a province you can boost the defense to 30-40 then work on getting a lab and temple up. The second thing is the troops used are much to powerful. It wasn't uncommon for a local defense of 30 to hold off a invading army of 60-70 and almost completely wiping them out.




I agree with you here. It doesnt make sense to pay money for insect defense. I'm going to make two units of weak Insect worshipers to act as a defense force.

jutetrea
October 17th, 2007, 09:04 PM
insect groupies?

jutetrea
October 17th, 2007, 09:08 PM
I liked this mod a lot as well, bit stingy in the beginning but a juggernaut once rolling. Does it have a starting site? Mine never did and I was wondering if there was a conflict somewhere.

Research and blood hunting are both difficult to get started in any large capacity, but once rolling both are significant.

I haven't played these guys with a bless yet, are they that much overpowered when doing so?

I really wanted that amosapocolpse game to go off to see how they did in an MP setting.

Amos
October 17th, 2007, 11:24 PM
They are all sacred so high bless strategy would be prudent.

"amosapocolpse"?

jutetrea
October 18th, 2007, 02:17 AM
bad spelling :p

Amoscalypse Now - FFA Mod game

http://www.shrapnelcommunity.com/threads/showflat.php?Cat=&amp;Number=545983&amp;page=0&amp;view=collap sed&amp;sb=5&amp;o=&amp;fpart=1

NiknudStunod
October 18th, 2007, 03:43 AM
Wow that was a pretty quick response. Now I am havn't dabbled much into the modding for this game but I have a few selections.

Make it so the queen unit is the only unit capable of constructing buildings. Then change then change the temple into something like the hive or something similiar since she can't create more units unless she has the dominion to do it. Then you can make the fortress into something that gives the tile a very high supply. The fortress needs a very long build time to help slow the advancement of just making super colonies of unit producers

Amos
October 18th, 2007, 05:40 AM
The fortress needs a very long build time to help slow the advancement of just making super colonies of unit producers



Since the forts cant be modded any forts with long building time will give high admin as well, and we want to avoid that.


Make it so the queen unit is the only unit capable of constructing buildings.



If only the Queen is capable of construction of temples (and thats the only building where we have any choice) then the Female cant bless in battle.


Then change then change the temple into something like the hive or something similiar since she can't create more units unless she has the dominion to do it.



Temples cant be modded.

Burnsaber
October 18th, 2007, 06:15 AM
[quote]
Amos said:
If only the Queen is capable of construction of temples (and thats the only building where we have any choice) then the Female cant bless in battle.
[quote]


This is a bit of a long shot, but coudn't you make a national bless spell that uses the "normal" magic paths? Like Nature/Astral or something. Indie priests still would pose a problem though, being able to build temples. Damn buggers..

Amos
October 18th, 2007, 06:56 AM
This is a bit of a long shot, but coudn't you make a national bless spell that uses the "normal" magic paths? Like Nature/Astral or something. Indie priests still would pose a problem though, being able to build temples. Damn buggers..



This is possible, but, as you correctly pointed out, there are very cheap indy priests.

Amos
October 18th, 2007, 09:40 AM
Version 0.11

Changed local defense. Added a weak new human leader &amp; unit to act as local defense instead of insects.

Amos
January 29th, 2008, 12:02 PM
Version 0.12

Changed most #blind to #darkvision.

Amos
February 16th, 2008, 10:32 AM
All immobile units had their defense reduced to 0.

Zentar
May 19th, 2008, 01:49 AM
I have played this mod and it is a blood hunting nation that uses blood slaves instead of gold to "Buy" units. Normally I would use a positive growth scale to produce more population to harvest.

Where do you get the blood slaves from when the population is wiped out? With Ashen Empire a death scale is obvious, but here it is not. Do you get more insects for free when the population dies?

It took me several turns to get this nation going, but then it had swarms that were starving in low population areas. This nation rolled over other nations with their swarms of insects, but I needed some construction stuff to keep the hordes fed.

Tunneling helped with moving nested queens, and the nesting concept was an interesting and thematic twist.

Normally nations in the early era get 6 gems per turn, but this nation gets none (I was expecting 6 free blood slaves every month but it probably doesn't make a difference.

Amos
May 19th, 2008, 04:36 PM
Do you get more insects for free when the population dies?




The higher your dominion the more insects you get in the province.

Aezeal
May 19th, 2008, 07:52 PM
So why the death 1?

Zentar
May 20th, 2008, 12:44 AM
Amos said:

Do you get more insects for free when the population dies?




The higher your dominion the more insects you get in the province.



Yes, dominion effects the amount of insects that you get.... but again why would you choose death when you need blood slaves to buy nationals. You can not use gold and resources - you convert population to blood slaves then to queens. So killing off the population with Death-1 or worse Death-3 must have some benefit and I can not see it. If you harvest but don't sow where will you future harvest come from? Do you expand so rapidly that there is always a new green pasture? Does a dying population provide rotting corpses that attract insects providing more workers/soldiers?

When I played this mod, I trashed order and production (chaos3 / sloth3). And then I even took -2 in magic. It seemed that Growth +3 not death made the most sense (and some luck taking advantage of more random events). Then I read that the players were suggesting death-3 over death-1 and now I am totally lost.

Help, I really don't get it. Even though I have no idea what I am doing, I still loved your mod.

Amos
May 20th, 2008, 04:19 AM
So why the death 1?



Death 1 because the insects eat the population.


So killing off the population with Death-1 or worse Death-3 must have some benefit and I can not see it. If you harvest but don't sow where will you future harvest come from? Do you expand so rapidly that there is always a new green pasture?



The insect hordes grow so fast that they cant think about future harvest. They expand or die from hunger.
Death 3 was proposed as an offensive strategy.

Amos
September 2nd, 2008, 10:54 AM
Version 0.13

- Gave all Nest and Hive insectoids stormimmune, because even the Nest fliers can borrow and move through underground tunnels;
- "Nectid Queen" got beckon 15 and stealthy 25 so that you have even more reasons to summon her.

HoneyBadger
September 2nd, 2008, 02:03 PM
Amos, has the Pretender had her 'Holy' removed yet?

Great mod, by the way.

Amos
September 2nd, 2008, 03:13 PM
Amos, has the Pretender had her 'Holy' removed yet?


Why would I do that? The holy is thematic.

HoneyBadger
September 2nd, 2008, 05:12 PM
Because, dear Amos, it doesn't actually work on a Pretender. Or atleast not on that particular Pretender. When I could still play the game, I always had to change it in the DM file to get it to work. I'd otherwise get the 'No Holy' error. And this was a fairly late version of the mod.

Amos
September 2nd, 2008, 06:26 PM
I'm sorry you got this problem, but it always works for me, and I have played every version of that mod. Is there any solution you can offer that doesn't include removing holy from the pretender? Maybe adding another non-holy version as well for those who has this problem? Or, it can cast "Divine Blessing" as the #onebattlespell, which will not require it to be holy. That will solve this inconvenience for this mod at least.
I'll test the onebattlespell and report back.

Amos
September 2nd, 2008, 06:36 PM
It didnt work :(

HoneyBadger
September 2nd, 2008, 07:23 PM
If you could do a non-holy Pretender version of the mod, that would help a lot :)

Amos
September 3rd, 2008, 07:43 AM
In this version of the mod the pretender doesnt have holy magic.

HoneyBadger
September 3rd, 2008, 04:48 PM
Thank you very much!

Aezeal
September 4th, 2008, 06:01 PM
Are Insects a race that could possibly go to space?

llamabeast
September 4th, 2008, 06:18 PM
Definitely.

Trumanator
September 5th, 2008, 02:11 AM
Just watch Starship Troopers or read the Ender series by Orson Scott Card.

HoneyBadger
September 5th, 2008, 03:14 AM
'Armor' by John Steakley (who also wrote 'Vampire$'-a novel that was much, much better than the John Carpenter movie that was based on it-also much darker and nastier, in a good way), is another very good military sci-fi "bugs" novel.

I was confused by parts of it, but still enjoyed it very much.

Too bad Steakley doesn't write very much-he's great if you like gritty, graphic stuff-and he manages to write the most out of there, unbelievable scenes, in a very down-to-earth, matter-of-fact way.

Aezeal
September 5th, 2008, 03:06 PM
Well Llama, Trumanator and Honey.. I know they can go into space lol.. I was sort of asking Amos if I could use this mod (to start with ... everything in it :D and most of all the sprites) to base a nation on (base on actually means I'll use it as it is except I'll need to think of something for space.

So Amos.. I know you are too busy to create a nation yourself.. so can I steal this one?

Amos
September 5th, 2008, 05:24 PM
Sure. Go ahead.

I'll use it as it is except I'll need to think of something for space.

You can make it so that the Females will change into Queens only on planets (base building).

Aezeal
September 5th, 2008, 06:24 PM
yeah I could use only the plainshape with a shapeshift command.. but I'm thinking it's kinda strange if all them insects could just cross space...

I'm thinking a sort of inactive cocoon form for space travel (launched by god knows what sort of powers) but that would make very very vulnerable armies. So I think they will have one sort of specially evolved spaceflier to defend the cocoons. Still very vulnerable so I think the cocoons will have high prot and also a high shield value (bioshield or something). Also there will probably need to be some (a lot really, but one good ranged unit at least) sort of ranged attack else they will not be competative unless I give the melee a lot of AP to cross the field fast.. but in big battles that will probably not be enough.. so I think one good ranged unit and high AP.
Also there will need to be some more AP (or AN) attacks since damage output and armor are quite a bit higher in dom 3K. Though it would even be nicer not to have that but just have relatively weak insects swarm the opposition.. your mods are usually a bit overpowered (so I've heard) so maybe the difference isn't that bit to start with.
A tank-bug (starshiptroopers) might be needed too (but a resize of your sprites could provide that.
It will probably be very hard to balance but whatever it's different ..

Does that sound acceptable to you? Or do you (as creator of the race) think other choices should be made?

(I'm currently working on a orc race that works very similar to start with but in the end will probably be useable next to this. But since this is already nearly useable for the space mod I think I'll work on this first if we can agree on how the race should be.)

Amos
September 5th, 2008, 07:02 PM
You seem pretty creative so I'll leave the mod to your consideration :).

rdonj
September 5th, 2008, 07:02 PM
As an alternative to a bio-shield, you could couple high prot with a decent amount of health and fast regeneration or luck. But cause them to gain fatigue as the fight goes on. It would be like when they're in the cocoon form they massively speed up their metabolism to keep the cocoon intact while people are trying to destroy it. But eventually they start running out of energy and it becomes easier to destroy them (by scoring critical hits and getting throught their protection faster).

Aezeal
September 5th, 2008, 07:05 PM
PS you advice pplz to play with death 1 for thematic reasons.. wouldn't it be better to give all queens #leper 0? I'm thinking that should kill pop (manual doesn't say how much, but should be enough) and 0% chance of afflictions on troops.

in addition to that you could use #incunrest at some value..

seems thematic and less of an option than death 1

Amos
September 5th, 2008, 08:27 PM
#leper 0 or 1 doesnt do anything. #leper 2 kills too much for my tastes.

mkire
September 7th, 2008, 01:14 PM
Amos, here's an idea for your desire to have the hive devour everything and still have a viable slave income.

Make the queens generate two or three slaves a turn, and at the same time kill off the population

Amos
September 8th, 2008, 02:09 AM
How do they generate the slaves? Do they produce human children as well as insectoids? If not, where do they get the slaves in 0 pop province?

Sombre
September 8th, 2008, 05:58 AM
It could be explained as: There's no pop because they have all been processed into the hives/nests, rather than killed. Some are kept for breeding/hosting processes, some are simply eaten, some are used as part of the nest itself. Think Aliens I guess. The population on the planet weren't a real population any more, but weren't technically dead yet.

HoneyBadger
September 8th, 2008, 10:10 AM
They breed people like cattle-or more like ants farming aphids, in this case.

Amos
September 8th, 2008, 11:27 AM
Those are good ideas if I ever do MA Insectoids. I like the way it works now. Wouldnt want to break something that works.

Aezeal
September 11th, 2008, 11:34 PM
Amos, I'm surprised to see you have the scarabs (with flavor texxt saying they are siegers) castledefbonus and no siegebonus. Is this your intention or a small mistake?

On Insects in dom 3000

PS for my mod I think I'll remove the worshippers again, make the males the spaceflyers (but since they are a lil race the queen also gets a summon2 command) and I've given the nest females wings too so they can lead those males in space. All other troops get a cocoon (rear end of queen) spaceform. The soldier has gotten a corrosive acid attack and the Dreadnaught will probably get a more powerfull ranged attack.
The teleport spells have been disabled since they don't fit with traveling through space.

I'm also thinking about implementing the idea of mkire to let queens generate slaves and use leper to kill off pop (having 2% of the troops get afflictions might not be that bad and could be countered by either upping some stats or giving more options to create troops or just give some or all troops the #heal ability)

The fact all units are holy is nice.. but it also means that you sort of need to play it with a bless (or just loose a lot of potential for the nation).

Aezeal
September 12th, 2008, 12:17 AM
PS amos on those scarabs why are they leaders and why only summon 1?

basicly even with siegebonus of 3 they are not worth summoning even for sieges I think. better to make them a trooper and summon 5-10 of them with a higher siegebonus so they will actually have an impact on siege time.

Amos
September 12th, 2008, 03:12 AM
The scarabs have #copystats 748 (Siege Engineer) so its a bug. I'll remove the copystats and add siege bonus. Should probably also report it as a bug.

amos on those scarabs why are they leaders and why only summon 1?

The scarabs are leaders so that they are able to travel independently. You summon only one because they have (or should have) the high siege bonus of 25.

Amos
September 12th, 2008, 03:22 AM
I just checked and it works as intended with copystats. I have no idea why you didnt get the siege bonus. But its not a problem since we have the #siegebonus. So, I removed the copystats and uploaded the new version to the top of the thread.

Aezeal
September 12th, 2008, 05:13 AM
aw damn my error again (I should've know with your excellent mod record) and it made you do extra work, I'm sorry.

I was working on my mod (with your line in it) during my night shift (no game on hands)and I didn't see the copy stats just that there was no siegebonus.... so was probably already ok then.. I just hadn't though you'd copystats for a siegebonus either.. you implemented that before the mod command existed?? (I only mod way after the command existed I think so to me it seems like a hard way to go about getting a siegebonus)

anyway:

mea culpa

Aezeal
September 12th, 2008, 05:21 AM
aw damn my error again (I should've know with your excellent mod record) and it made you do extra work, I'm sorry.

I was working on my mod (with your line in it) during my night shift (no game on hands)and I didn't see the copy stats just that there was no siegebonus.... so was probably already ok then.. I just hadn't though you'd copystats for a siegebonus either.. you implemented that before the mod command existed?? (I only mod way after the command existed I think so to me it seems like a hard way to go about getting a siegebonus)

anyway:

mea culpa

Amos
September 12th, 2008, 12:04 PM
aw damn my error again (I should've know with your excellent mod record) and it made you do extra work, I'm sorry.

Believe me I make a lot of mistakes. And I appreciate it when someone notices them (since its hard to determine what the moder has intended and what is or isn't an error). Ex. in my "Angelic Crusade" mod it took me about a year to notice that I've made a mistake with multihero command. So, thanks for reporting the mistake, whether it was one or not. Its not that much work to check a unit and if needed to fix it.

I just hadn't though you'd copystats for a siegebonus either.. you implemented that before the mod command existed??

You are correct. I created the "Insectoid" mod before the command was available.

Amos
November 12th, 2008, 04:18 AM
Version 0.14

Added domkill 2 to the nation (no need to set Death scales).

sirrak
November 27th, 2008, 04:32 AM
Question, is the male suppost to be a scout or a trooper that you need to cast Gift of Reason on to use it fully?

Amos
November 27th, 2008, 11:14 AM
You can use him in any way you like.

sirrak
November 29th, 2008, 05:18 AM
I only ask because of what the discription says about them and they join as a troop unit.

Amos
November 29th, 2008, 01:01 PM
If you GoR them they become spies.

Trumanator
July 9th, 2009, 01:32 AM
Ressurecting the thread just to say that I am a big fan of the nation!

A few notes though-
1: The description at the beginning still says that you should take Death 1 even though you have updated them to have domkill
2: Are there any heroes that will arrive?
3: Will we see an MA Insectoids?

Amos
July 9th, 2009, 05:08 PM
1: The description at the beginning still says that you should take Death 1 even though you have updated them to have domkill


Didn't I remove that? I thought I did.

2: Are there any heroes that will arrive?


Since Insectoids don't have individuality I thought it would not be a good idea to give them heroes.

3: Will we see an MA Insectoids?

That probability is extremely low. I haven't done any mods in a long time and it's unlikely that I'll get the time to create a mod any time soon. I only visit the forum once a month or so to see if anyone found any bugs in my mods.

Trumanator
July 9th, 2009, 06:34 PM
3: Will we see an MA Insectoids?

That probability is extremely low. I haven't done any mods in a long time and it's unlikely that I'll get the time to create a mod any time soon. I only visit the forum once a month or so to see if anyone found any bugs in my mods.

Thats too bad. :( Well, thanks for your contributions, and I hope that you find some inspiration again sometime soon!

Amos
July 10th, 2009, 02:28 AM
Trumanator I have searched the Insectoid.dm file and I can't find the "Death 1" statement you are referring to. Maybe you are using the older version.

Trumanator
July 10th, 2009, 09:59 AM
hmm, maybe I am... Oh well, easily fixed.

NTJedi
July 10th, 2009, 02:49 PM
2: Are there any heroes that will arrive?


Since Insectoids don't have individuality I thought it would not be a good idea to give them heroes.



Well if desired you could add a hero based on mutations... perhaps a 3-armed or 2-head insect? ;)

evilreign
March 9th, 2010, 10:13 PM
how exactly does this mod work?

I must be doing something wrong because i cant summon anything and there are no spawns. i am stuck wuth just the starting troops.

Frozen Lama
March 10th, 2010, 12:57 AM
this mod is like delving into the deepest darkest pit of hell in the Dom3 world. Amos was either very evil, or very drunk when he made it.

but i am the completely wrong person to tell you about it. i think trumanator knows pretty well.

Stavis_L
March 10th, 2010, 09:46 AM
how exactly does this mod work?

I must be doing something wrong because i cant summon anything and there are no spawns. i am stuck wuth just the starting troops.

Caveat: I haven't played this, just looked at it briefly.

It appears (since there are no recruitables) that you need to take an awake pretender and use that to cast summoning rituals to obtain the "queen" type units, who will then domsummon "worker/soldier" type units (i.e. a number will appear each turn depending on the strength of your dominion.) So, basically, you'll need:
1) An awake pretender (probably only the custom one.)
2) A relatively high dominion (so the domsummon is effective)
3) Paths appropriate to casting the relevant summoning rituals.

I haven't checked for any mod conflicts, so it's possible if you also have other mods installed that some of the necessary units or spells are overwritten. This mod is not too recent, so it's unlikely to have been updated to mesh with e.g. recent versions of CBM or the like.

Note that since your domain causes population loss (albeit much less than e.g. LA Ermor), there might be some give/take balance factors re: high dominion.

evilreign
March 10th, 2010, 10:46 AM
In theory that should be how the mod works I guess, but in practise for me no matter how many different magic scales i try there is nothing listed under ritual summons, and the queens wont spawn anything no matter how many turns i wait and no matter how much dominion i have. I have disabled all mods except for this one and am using a standard map that came with the game. anybody have any ideas?

yandav
March 10th, 2010, 12:41 PM
You've got to use the order "change shape", then your troops will start to spawn.
Your national spells are in the school of blood.

Zentar
March 27th, 2010, 01:37 PM
I found a few new things out about this race since my first post so very long ago.

Once a queen changes shape it can no longer move or lead an attack. This had severe consequences in one game I played. I was storming an enemy capitol. The enemy attacked my 160 well blessed insects with a few weak troops and was defeated. During that battle my queen changed shaped as I had scripted. Then came what should have been an easy castle storm. Since the queen had already changed shape from the minor battle earlier that same turn, my insects were immediately routed before fighting began. The queen and troops could not retreat and were all lost.

During my first post I also didn't realize that the 15% supply penalty / death level does not apply to this mod. Now taking Death 3 isn't bad at all.