View Full Version : Mod Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map commands)
Aezeal
February 5th, 2009, 09:11 AM
--- pop type 40
#selectmonster 348
#copyspr 2400
#copystats 2400
#name "Savage Ork Shooter"
#descr "In space there live barbarian tribes of savage orks. They are just as warlike as their more civilized bethren and will defend their lands to the last. This ork is armed with a blaster and prefers ranged combat."
#end
#selectmonster 367
#copyspr 2402
#copystats 2402
#name "Savage Ork Chopper"
#descr "In space there live barbarian tribes of savage orks. They are just as warlike as their more civilized bethren and will defend their lands to the last. This ork is armed with an axe and prefers getting bloody and berserk in melee."
#end
#selectmonster 347
#copyspr 2405
#copystats 2405
#name "Savage Ork Warchief"
#descr "A Savage Ork Warchief leads one of the roaming clans of savage orcs. He is well equipped and can shoot as well as fight like a berserker in melee."
#end
#selectmonster 346
#copyspr 2407
#copystats 2407
#name "Savage Ork Necromancer"
#descr "Ancestor worship has always been a part of orcish culture with it's own holy men, the Necromancers. Amongst the wild savage orcs this is still the prime religion and the necromancers lead the clans with the chiefs. They are always holy men versed in death magic but can have other magicskill too."
#end
hmm couldnt'find another pop type with 3 troops and 2 leaders.. those are all militia/l inf/ h inf + com and priest. there are several options with different unit numbers but all include the same priest.. and that is taken. So now one of the amazon poptypes is no more :D
Aezeal
February 5th, 2009, 02:53 PM
hmm I've made a sprite.. no better said I've adjusted a sprite to fit the orcish flamer. The source is pretty clear but I think it's a huge improvement myself.
I'm not much for drawing persons but I think adding weapons and effects is working out nicely.
anyway here they are.
Aezeal
February 5th, 2009, 05:54 PM
The mod is getting large.. some numbers (I've put them in de dm file too) for those working on something. (are the pirians still under construction?, or those nanobots?)
unit numbers used (aprox)
Neoclidia 2200 - 2253
Insect 2500 - 2537
Ulm 2583 - 2659
Indies 2700 - 2749 AND 2400 - 2408
Jomon 2750 - 2777
Orc 2800 - 2850
Commonwealth 2950 - 3000
Dragons 3001 - 3029
Shiar 3050 - 3080
Magic sites 765 AND 800 - 827 AND 901 -902 AND 989 - 998
weapons 650 -667 AND 700 - 765 AND 775 - 783 AND 800 - 806 AND 810-818
Armor 215 - 222 AND 270 - 274 AND 340 - 354
rdonj
February 5th, 2009, 06:02 PM
Wow, I'm going to have a lot of work ahead redoing the indies to fit in all these new groups ;)
Aezeal
February 5th, 2009, 06:55 PM
well they don't have to be in.. or just one province. and most aren't for space anyway :D
All are also in new sites so they might just pop up at random :D
Darkwind
February 5th, 2009, 08:24 PM
It looks like this mod is shaping up to be a tribute to Dom3. We have what--417 (by my count, ie a calculator's count) units? Not to mention the likely many unique spells for each nation, plus the beginnings of a line of generic ship summons in Construction. Not to mention the maps. Clearly Aezeal's man-hours of work (not to mention rdonj's 1337 (leet for you uninformed, or elite for the plebes) mapping skills) have made this mod great. :)
As to Piria/Qinus(name in progress), I haven't been working much on them. I feel inspiration now. :D My muse is number-crunching!
Aezeal
February 6th, 2009, 09:43 PM
I''ve started on Machaka. Working with an existing nation is nice since you have a basis.. but then I also want to keep the feel of the nation and that is harder.
I'm thinking (now probably overlaps with my previous post but I'm just re thinking it) a civilization which is keeping very much to it's traditions. Still darkskinned and I'm showing that in the militia at least (don't think I'll get more chances) Same ranks, same priests, same spider influence, same magic (+ some earth as usual) Some what Jomon like in that they will have fire and poison based attacks since they are not the die-hard earth/resource based so need other stuff to keep up with ulm.
I'm keeping some sort of militia (the same sprite as the ulmish one, just darkgreen armor and dark brown skin), I'm keeping the hoplites (only now as powerarmor hoplites with firelances (for melee and range)) Might just give them some space-marines (like ulm, same sprite with different color, vanilla game uses same sprites with different colors and weapons too so why shouldn't I?) for the regular warriors would set the idea that human nations have space marines and that is something I'm not against. I'm thinking green ish armor for the ground and brown for space. (why did I ever use a 2nd color for the ulmish marines in space???)
I'm keeping the sorcs and I'm keeping the various priests of the lord, I'm keeping the bane spider as assassin of some sort (equipment will need to be improved though.) Will probably keep that stealthy initiate too.
Spiders probably some of those I've got as indies now (would be strange to have those walking around everywhere except with the spider worshippers.) They are weak for units in dom 3 K but they are needed for flavor and webbing can be usefull I think, as can poison.
There will be a spider walker (the "tank"), maybe a spider-centaur/drider thingie but it's use isn't clear to me yet in this armored world, would fit better with dom 3 vanilla. Spider spaceship as fighter and probably as larger ship too.
My biggest problem is with the sacreds and the spider riders. I can't really see spider riders as usefull in this age.. even with the indie spiders I had (which had same armor but better weapons than the vanilla ones) and I can't really justify why they'd ride spiders instead of just those spider walkers even if I'd make these spiders somewhat more powerfull.. they'll never equal decent armor so will only be a weak spot for the riders in the end.. unless you'd give the some sort of barding but that would kinda end up like the spider walker...
I'll probably end up with at least 2 types of spider walkers. (I'm thinking a poisoner (something real nasty)) and a direct damage one. still want something spidery as a sacred though, blessable would be nice but not too strong.. and I'm still stuck there can't fit anything in atm.. idea's?
Darkwind
February 6th, 2009, 10:01 PM
I'd suggest just making the spider walkers (or an 'elite' walker) sacred. If you really want living spiders, though, I'd suggest making them genetically engineered (the spiders, though the humans might be too). Spiders that are stronger, faster smarter--a cool multihero could be a spider that's gained sentience and managed to convince its way into serving you rather than being killed and dissected painfully, not necessarily in that order.
Oh, and if you're only lamenting about how to make their armor thematically, I'd suggest some sort of cybernetic implant in the spiders' heads that creates a force field, from the power of their MIND.
Aezeal
February 7th, 2009, 09:57 AM
Hmm well I don't think machaka is that much into dissecting their spiders.. but genetically enhanced or better bred spiders would be good... also for summons.
I'm thinking a spider GOD at least. I'm making their queens (like the indie) sentient at least and willingly in a pact with machaka.
A recruitable Machakan sword spider and a poison spider and their queen will be in, with 10-12 prot at least.
Aezeal
February 7th, 2009, 11:45 AM
hmmm still working on Machaka but decided to copy the dm file in a word editor and look at the spell check (can't do it automatically) I've looked through about 400 pages and corrected those errors in the description it pointed out to me. Hopefully that part of the mod can get Llamabeasts sign of approval now.
Aezeal
February 8th, 2009, 04:22 PM
hmmm Machaka is about 75% done but I need to make some more sprites and that won't happen next week.
Maybe someone could test it as it is (my dominions is acting weirdly so I can't really test without getting annoyed a lot) I've done some copyspr and copystatting and that might result in weird stats and stuff.
If someone could check if all troops and their spaceforms work, have weapons that seem to fit (and not remnants of the old weapons) and stats and magic skills that seem correct. I've also never really played Machaka and would like to know how this works out with the 2nd forms of the sorcs. (I hope they don't have one in space since the spider would just die there.) If anyone can tell me which unit number that 2nd form has I can give it AP weapons too. (but it's a minor issue really)
I'm attaching a zip file, the dm file goes with the others but the sprites need to go into the dom 3 folder.
thx
todo:
- Huge spider summon (sprite needed)
- other spider summons (recolors)
-- Ghost spider?
-- Phasing spider?
- Huge spider hero (sprite needed)
- spider centaur/drider hero and maybe troops as summons (sprite needed)
- Huge spider pretender (sprite needed)
- maybe "regular" soldiers (like Ulm marines but slightly lower stats I think if that fits between militia and hoplites) (recolors)
- possibly replacing the fighter weapons (ship heavy blasters like most ships have) with some attack partial regular damage, partial fire.
- Maybe bigger (capital) ship summon. (sprite needed)
Darkwind
February 18th, 2009, 06:44 PM
Say, what's everyone up to? I haven't been doing anything really, since I have a few big projects due soon. But this thread seems awfully quiet. To stir up discussion, here's a Fighter and Carrier unit, meant to be generic summons (I thought a main part of the 'new' construction line should be a series of okay generic ships), coded on the spot.
#newmonster (whatever)
#name "Fighter"
#spr1 (add this in)
#spr2 (what the above says)
#descr "A small, generic fighter-class unit--cheap to build and maintain, for ships. They also die like giant mechanical flies."
#ap 20
#mapmove 2
#size 4
#supplies -5
#flying
#hp 22
#prot 9
#str 10
#enc 1
#att 10
#def 10
#prec 10
#mr 10
#mor 10
#gcost 150
#forestsurvival
#weapon "Ship Laser"
#end
#newmonster (whatever+1)
#name "Carrier"
#spr1 (add this in)
#spr2 (what the above says)
#descr "Carriers are large ships built to field many smaller fighter units on the field, and serve as more of an auxiliary weapon themselves. The fighters do the actual dying in droves. Carriers require massive amounts of supplies to feed their crew."
#ap 11
#mapmove 1
#size 6
#supplies -80
#flying
#hp 50
#prot 15
#str 10
#enc 1
#att 12
#def 15
#prec 10
#mr 17 (lots of people, hard to affect with magic)
#mor 10
#gcost 600
#forestsurvival
#weapon "Ship-to-Ship Artillery"
#onebattlespell (summons fighters)
#end
#newmonster (whatever+2)
#name "Carrier"
#spr1 (add this in)
#spr2 (what the above says)
#descr "Carriers are large ships built to field many smaller fighter units on the field, and serve as more of an auxiliary weapon themselves. The fighters do the actual dying in droves. Carriers require massive amounts of supplies to feed their crew. They work as well on the ground as on land."
#ap 1
#mapmove 1
#size 6
#supplies -80
#lucky
#hp 50
#prot 15
#str 10
#enc 1
#att 12
#def 15
#prec 10
#mr 17 (lots of people, hard to affect with magic)
#mor 8
#gcost 600
#forestsurvival
#weapon "Ship-to-Ground Artillery"
#onebattlespell (summons fighters)
#end
Ah man, I'm really short on time. I'll finish it tomorrow I think. Unless someone else decides to finish the code for these first ;)
The spells to summon them still need to be done, as well as the #onebattlespell.
rdonj
February 19th, 2009, 04:18 AM
I'm taking a break from singleplayer, so it's been a while since I've done any testing. Also, that carrier really needs a shield of some sort. The fighter probably should as well, unless you want to make it into a drone? Why do the fighters generate supplies?
Aezeal
February 19th, 2009, 07:27 PM
#onebattlespell (summons fighters)
this is about what your idea is about and it can't be done. Sorry.
wait this idea is nice and deserves more talks.
The generic fighter will be the x-wing I already have I think... making another one next to it will be a bit much (and I've gotten no sprites :D).
The carrier is a nice idea but onebattlespells need to be restricted to existing spells. I COULD probably edit an existing battlesummon spell though if it's TOTALLY not suited for dom 3k.. any suggestions what would be suitable?
Or the carrier could just have a summon x-wing function out of combat.
Darkwind
February 19th, 2009, 07:45 PM
I was thinking we could edit a spell to summon fighters. Mechanical Men, maybe? They're not really flavorful for Dom3K--old clockwork machines don't mesh well with massive spaceships and other future-tech stuff.
Aezeal
February 20th, 2009, 05:04 PM
hmmm mechanical men are at least sort of robots :D
rdonj
February 20th, 2009, 07:31 PM
Seasonal critters? Faerie queen? Lamias? Elemental royalty? Summon animals? I thought you removed some summons, maybe you could use one of those.
Aezeal
February 20th, 2009, 11:01 PM
I don't think I removed battle summons
rdonj
February 21st, 2009, 01:14 AM
If you're going for battle summons, how about Swarm? Or the one that makes giant ants.
Aezeal
February 28th, 2009, 08:48 PM
untill the next patch is out I'm putting things on a low level. Haven't heard anything about machaka anyway and my game is still having graph problems so I can't test is very well. If the new patch is out I'll certainly work on the map though. And maybe sooner if a new graphics driver will fix my graphs... I'd reinstall the game but can't find my CD :S.
PS all of the above isn't the real reason though.. the most important reason is that I've bought Dawn of war 2 :D
Darkwind
March 10th, 2009, 09:12 PM
My computer just died and I lost everything after reqriting. So the Pirians and Qinus (I think that was the name I was using for them, something like that) are now gone, as well as everything dom3. Sigh. I'll probably restart them at some point, it's not like I did too much work.
rdonj
March 10th, 2009, 09:27 PM
That's pretty crappy :( At least there is still a tiny bit of that left, from the code that you put up in this thread somewhere. It might help you get started should you start work on it again.
Darkwind
March 14th, 2009, 05:03 PM
Say, Aezeal, what's happening with your graphics? Are they fixed, still bad, worse? Are you still glued to Dawn of War like an Orc glued to the inside of a Space Eel's stomach? ;)
Also, with all of my work-in-progress wiped, I'm stuck between focusing on Piria, Qinus, or a generic line of spaceship summons. What do you guys think?
Edit: Also, hurrah for the 523rd post in this topic!
Edit II: This makes us more than twice as large as the Did You Know thread, and 2/3 the size of the Introductions thread. I wonder how many of the posts here are Aezeal's?
rdonj
March 14th, 2009, 09:54 PM
I think piria would be easies t for you to do since you still have stuff left for them. Also one of our planets is basically a sun, so they'd fit better there than anyone else ;). I think Aezeal decided that the generic ship summons he did were sufficient, so I think you don't need to focus on those. Somehow I don't seem to even know what qinus is, but if you want to work on them don't let me stop you.
Darkwind
March 14th, 2009, 11:16 PM
Qinus is the name for that nanobots-gone-wild nation. I think. I honestly don't remember what it was originally called.
At any rate, I think one of the problems with Piria is that I have to sift through this gigantic thread to get the information I've put down about it. Though, that should be easier with the tool to put the thread in one long page (That did survive the new forum, right? Please tell me that's still in the new forum!).
rdonj
March 15th, 2009, 12:21 PM
Hey darkwind, you never got to play on the new map, did you? I don't think it ever got even an internal beta release.... I was wondering why I never heard back on it and if there were bugs or anything.
Darkwind
March 15th, 2009, 04:40 PM
No, I never got the new map. The reason it's not being commented on is because there's no way to get it and comment on it:(
rdonj
March 16th, 2009, 12:01 AM
If you pm me your email address I'll send it to you. Can you open .zip or .rar files? The .tga is a bit big and may require compression. to send via email. I would just post it in the thread but aezeal might not like that.
Darkwind
March 16th, 2009, 03:24 PM
I just started a new game, and apparently there's a bad #newmonster command in Dom3k version .80 (by the way, Aezeal, you should probably update the title). I shall investigate!
By the way, checking through the files, it's Alpha not Aplha. Minor typo.
Also, cocoon is spelled, well, cocoon. Not coccoon.
EDIT: I don't have any patches. Duh. That's probably why the mod won't run.
EDIT2: Works like a charm. A couple thoughts, starting up Neoclidia:
-Should the warship and commander warship really have such different sprites?
-Minor typo in the Deep One Priest, "Great old Ones" rather than "Great Old Ones". Also in the High Cultist and Captain.
-Also in the Deep One Cultist, Elite, Streamgunner, and Soldier. AAAAGH.
-I could have sworn I had a Yithian High Cultist. Did it disappear? Upon checking, yes I did make one and yes it does not appear on the recruiting list.
-Two copies of the Awakener. Maybe we should remove the Awakener from the capital sites?
rdonj
March 16th, 2009, 04:58 PM
I seem to recall there having been yithian high cultists back when I played them before. But maybe I am just crazy.
Getting rid of the typos would probably be a good idea, but for the moment the whole of dom3k is riddled with typos and awkward sentences. So at least it's not out of place :P I just have been completely ignoring such things for the moment, polishing is one of the later stages of development imo.
Having multiple awakeners I can only see as a bug though, that needs fixed.
Darkwind
March 16th, 2009, 05:02 PM
DOMINIONS 3000 BUGS & NOTES, CONTINUED.
-We should probably get a flag for Neoclidia.
-The starting commander is a regular Warship, not a commander.
-The Orbital Station is really cheap compared to the other ships.
-The Neoclidians seem schizophrenic about resource:gold ratios. Half of their units have huge gold costs and tiny resource costs and the other half are almost even (with fairly high resource costs). Neoclidia has no resource sinks, but no 1-resource units to spam either. Just a note less than a bug I guess.
-Ulm's only unique pretender is the Superior Intelligence Droid? You'd think they'd have something big, bulky, and brutal, truly fitting the spirit of Ulm ("Take a big gun. Double the size. Now make it shoot faster. Attach that to a giant tank, and you have Ulm's light infantry.")
-In a test game, Ulm failed to appear. No capital province, they simply didn't exist.
-R'lyeh can summon Ao, Aka and Dai Oni. I don't think that's supposed to happen.
-Jomon also failed to appear in the game. It centered on a province, but no capital.
-Jomon CANNOT summon Ao, Aka or Dai Oni. Hmm.
-The Orc summons are spread accross several schools. Not necessarily a bad thing, if they'd be too strong otherwise.
-The Commonwealth started on the big star planet. I find this highly amusing. :D
-The Ice Citadels are immortal, i.e. they all revive in the capital. That could be a lot of citadels.
-The Commonwealth is really dependent upon its dominion (its land troops are much stronger in its natural cold climate, its ships are useless in warm climates) but its only priest is a 350 gold mage with only H1. That's not weak, that's inhumane for practically any nation. Plus, the only other way to increase cold is a Citadel, a level 7 summon for 3 gold that can be bumped into your home province where it does no good.
-BY THE WAY JK AND KO, if you're reading this, it would be awesome if a unit's magic could vary based on scales (order/turmoil, heat/cold, etc.). It would be very thematic for nations like Piria (or Abysia, or pretty much anyone whose 'uniqueness' is mostly tied to a certain concept represented in a scale). Plus, it might be cool to tie a Teacher's magic to both Order and Cold.
-Wyrmling phase, not wyrmling fase.
-Destroy Demon is an H3 spell (ie only the High priests of Shiar can cast it), Destroy Demons H4 (ie only a prophetized High priest can cast it). That's a high requirement.
-In several of the nations, the summons are strewn all across the paths, often with medium or high research requirements. While I know that's intended for, say, the Dragons, that's still quite a bit of variance for nations like Shiar.
-The Commonwealth has no capital-only units, not even the Teacher is cap-only.
-Again, the Ice City produces 3 astral pearls, while the Commonwealth has very few Astral spells, if any, and pretty much no access to Astral magic.
rdonj
March 16th, 2009, 06:04 PM
-In a test game, Ulm failed to appear. No capital province, they simply didn't exist.
Eh? Now that sounds like a bug with the map. Possibly. There is only 1 start per major planet, so if there were more nations set for the map than avaiable planets, it's possible I guess that they didn't show up because all available planets were taken. But that shouldn't happen right, because it should only allow you to set as many nations as there are start locations. Or I just messed up and one of the planet start locations was messed up. That said I just looked quickly at the start locations and it seems everything is in place.... In conclusion I have no idea why you had that problem.
Darkwind
March 16th, 2009, 06:52 PM
I put every nation on the map. Maybe that's the problem?
rdonj
March 17th, 2009, 06:07 AM
Well, we have 9 nations now and I think we only have 7 start provinces... so if you fit all nations in then yeah, that is probably why. But I wouldn't think you'd be able to convince it to LET you put all 9 nations in... unless I messed up somewhere on the map :hurt:. Anyway as long as you stick to 7 it should work fine.
Darkwind
March 17th, 2009, 06:12 AM
Well, only two nations were missing, so the math works out.
Of course, this means we need an even LARGER map to fit even more nations. :p Onwards, to a 1500-province map!
Edit: And with the new commands, we can make the 750 space provinces look awesome! ;)
rdonj
March 17th, 2009, 06:46 AM
So you're the one who's going to make this new map, right darkwind? :D Remember, you have to set all the provinces by hand! Nah, whoever makes the next map is much luckier than me, they get to have all the province garrisons made for them....
Actually though, I think we could fit at least one more sart location in. The small planet cluster at the top right has enough land that it would work as a start location for either the orcs or the insectoids, if we set them to always start there. And if we really wanted we could start the other one in the bottom middle. I don't think it would be unfair to, say, have the orcs in the top right and the insectoids bottom middle. It would help balance out their overpoweredness a bit :P
That said, we simply will not have the space for all nations when qinus/pyria/machaka come out by any stretch of the imagination. So yeah, we do almost need yet another new map already....
Darkwind
March 17th, 2009, 06:56 AM
Maybe we could make the 1500-province map a No Independents map? :D That would solve the garrison problem!
Though, all we'd really need is a map with 20-some individual planets (we are aiming for about as many nations as your average base era, right?). Larger games might get a bit crowded, but we can call that a feature of the mod :)
rdonj
March 17th, 2009, 07:04 AM
Well, no independants maps don't really have NO independants, you just can't recruit any. You still have to take over provinces normally. Unless we wanted to create some kind of "really no independants" map, where you rush as many commanders as you can across the map to gain provinces as fast as possible.
I think as long as there's one major planet per nation that's probably fine, although we might want one major planet and one minor planet (i.e. a 7 province and a 3 province). I doubt we'll ever need a 1500 province map, we really don't need more than 15 provinces a player and we'll NEVER have 100 dom3k nations.... Unless aezeal comes back fresh and full of ideas from playing dawn of war, like deciding he wants to create tyranids and eldar or something, I don't think we'll ever get above 15 nations, really. So we're probably not looking at anything beyond 250 provinces.
Aezeal
March 18th, 2009, 07:11 PM
that cluster is meant to be a start site :D
I'm not doing much till I get my new commands and we can finish the new map with the backgrounds and then start a MP game :D
once I play again I'll work on Machaka
and of course I need to have normal graphics again dammit
Aezeal
March 18th, 2009, 07:14 PM
and as reply on previous messages: I've done a spellcheck (somewhat).. a large part of the typo's should be gone
Aezeal
March 18th, 2009, 07:19 PM
-Ulm's only unique pretender is the Superior Intelligence Droid? You'd think they'd have something big, bulky, and brutal, truly fitting the spirit of Ulm ("Take a big gun. Double the size. Now make it shoot faster. Attach that to a giant tank, and you have Ulm's light infantry.")
--> true, needs a new pretender... once...
-The Ice Citadels are immortal, i.e. they all revive in the capital. That could be a lot of citadels.
--> if this was not so in the original mod it shouldn'be so.. can't imagian I'd put it in.
-Destroy Demon is an H3 spell (ie only the High priests of Shiar can cast it), Destroy Demons H4 (ie only a prophetized High priest can cast it). That's a high requirement.
--> well you have the regular spells... and I think these are a bit stronger :d cna't put taht in H2 would be overpowering. Don't have to use it though
rdonj
March 18th, 2009, 07:32 PM
that cluster is meant to be a start site :D
I didn't know that. Well, it will be a pretty quick and easy fix when the map is updated for the new skybox functionality.
Aezeal
April 2nd, 2009, 11:57 AM
well a new driver and now dom 3 seems to be playable (normally visible) again. I'm still focussing on dawn of war 2 to eb honest, but when the new patch is out I'll be modding I think.
Well I have a scientific article to work on
get a mortgage
buy a house
watch my son grow :D
start a new job later this year..
might slow me down a bit but after the patch I might start again
rdonj
April 3rd, 2009, 01:27 AM
Actually the patch is out. 3.23b. It does sound like you're pretty busy though :)
Aezeal
April 3rd, 2009, 08:22 AM
well have you added stuff already to the map then?
maybe mail me your latest version of it.. last one I had was pretty long ago
Aezeal
April 3rd, 2009, 09:05 AM
actually I've just tried a replacement of all 640 and 641 terrain types but
#terrain 1 640 #batmap "empty" #skybox "./dominions 3000/Galaxy/spacebackground2.tga"
this isn't working (did it like he siad it shoudl work earlier in this thread)
Johan K
April 3rd, 2009, 11:20 AM
Aezeal, did you remember to create a new game after adding the #batmap or #skybox commands. The map file is only read once and that is when when you create a new game.
Aezeal
April 3rd, 2009, 12:26 PM
yeah it's all on new games, the map file now is in the file where I also have the mod.. I'll change it to the map part maybe. But it doesn't explain why batmap doesn't seem to work either. just #batmap "empty" should be it right? or something else? #batmap " " ?
Aezeal
April 3rd, 2009, 12:36 PM
#terrain 3 641 #batmap "empty" #skybox "spacebackground2.tga" doesn't work either (with the .tga file in the map folder)
and the ground is still visible too
rdonj
April 3rd, 2009, 05:02 PM
I haven't made any changes yet, I was under the assumption that I needed some more files in order to do it.
Aezeal
April 3rd, 2009, 05:31 PM
what would you want ?
rdonj
April 3rd, 2009, 05:35 PM
I haven't actually looked closely at the new commands, I was under the impression I'd need someone to make/find things for me to use.
Aezeal
April 3rd, 2009, 07:41 PM
hehe well I tried it and it didn't work so far
you'd need a background image to use for the skybox.. I'm trying one now but have a few spacy ones (I had 3 a few months ago which would suite fine) but I'm doing something wrong I think. What was your latest version so far?
rdonj
April 3rd, 2009, 08:18 PM
You should have the same version of the map as I do, unless you changed it. I was holding off on making changes until the patch came out.
Johan K
April 4th, 2009, 04:18 AM
Also #terrain x x does not change the active province. So you need a #setland or #land command before #skybox.
Aezeal
April 4th, 2009, 06:10 AM
hmm I think the rest of the provicne commands work though since there where opponents in there (and every troop needs to be modded in)
ah I see it.. #landname 1 "Perch of the Nephilim"
#terrain 1 640 #batmap "empty" #skybox "spacebackground2.tga"
#land 1
I modded stuff before the land command.. I'll change that first and test
Aezeal
April 4th, 2009, 06:24 AM
ok it works.. it's GREAT!!!!! this REALLY REALLY REALLY does good things for the mod pplz
Aezeal
April 4th, 2009, 06:33 AM
All HAIL JK!!!!
Aezeal
April 4th, 2009, 07:14 AM
Johan great work, I have a question on the other implemented map commands.
1. In previous post you mentioned you could always play in the arena and change the color of the map
In the release note (#groundcol, #rockcol, #fogcol).
these are mentioned.. but a shot showed a pinkish ground.. how are these commands actually used. (I'm gonna try just putting some colors instead of rock/ground.)
2. Which options are there instead of #batmap "empty"?
will #batmap "arena" give the arena? and which others are there?
wait.. I might be getting it wrong.. are (#groundcol, #rockcol, #fogcol). different commands which should be used like this: #groundcol yellow, #fogcol purple etc etc. or do they work with a 3 number code?
Aezeal
April 4th, 2009, 07:30 AM
I just tried the following (figuring this would be it)
#groundcol 0 0 1
#rockcol 0 0 1
#fogcol 0 0 1
this made the mountains in the back very very blue (not the one totally in the back (I think that is a skybox pattern) but the rows before that) battlefield didn't seem especially different darkish green, maybe darker than usual
Aezeal
April 4th, 2009, 07:36 AM
getting it now:
#groundcol 230 0 230
#rockcol 230 0 230
#fogcol 230 0 230
makes it all purple..
the backmost layer is sky, 2 layers before that are on the same texture and remain light blue.. the layers before that are PURPLE this way (as it should) including the trees there. The first 3 layers have green (normal) grass and trees on it but the ground it self is PURPLE (using this it's VERY VERY VERY PURPLE). In the last one the darkness I saw must have been the blue through the grass.
Ok so now we know.. I'm gonna try #batmap "arena" now.. if anyone has suggestions of other options I could try I'd love to hear.
Aezeal
April 4th, 2009, 07:44 AM
#batmap "arena" isn't it .. crashed game on battle.. I'll wait for JK before fooling around more :D
RDonj.. you are missing quite a few connections between provinces.
I'll add what I see now and send everything including latest version of all files to you..no I'll upload it no idea if you had latest version with all new indies already
the blue planet is a really blue planet now :D
rdonj
April 4th, 2009, 08:00 AM
Really? Hmm, I wonder if that could have gotten messed up when you had to convert the image file to play. I'll send you mine, see if it still looks like it's missing so many connections. Because I tried to be very careful about it, and I don't know how I could have missed more than a few connections.
Also, if you made any new versions of the map after I first sent it to you, then I don't have the newest version, no.
Aezeal
April 4th, 2009, 08:32 AM
no new versions of the map,, and not that much missing links.. I'll upload everything I have now and you can see what you think of it
Aezeal
April 4th, 2009, 09:02 AM
ok the 0.81 file should include all new indies I've mentioned before (don't know which you already had access too)
the map file includes the .map file (edited), the galaxy.tga file (unchanged), 3 spacebackgrounds and a planetbackground.
changes in .map file:
1. all 640/641/642 provinces (which is the forest/nostart and small or large province) have had added
#skybox "one of the spacebackgrounds" (mostly backgroudn 1 or 2, 3 is a black hole and I gave it too 2 provs with promising names :D)
and
#batmap "empty" (which removes the complete ground)
Result: on those maps you fight in front of stars, or a planet, walking on nothing. zooming out looks great too, the space station floating looks much better now.
2. the blue, purple, fiery and brownish planet have had their colors changed (to match color on map) In addition to this the city planet (right side, middle of height)
had a darkbrownish ground etc but also has a new skybox so the background now resembles coruscant. (this looks decent 2 bad the fading ground becomes white so you have brownish battlefield, then a stripe of white and only then the futuristic city background.. but it's nice enough.)
TRY IT
Johan K
April 4th, 2009, 04:07 PM
The colors are values from 0 to 254. E.g:
#groundcol 255 10 10
for something reddish.
The #batmap command can take any .d3m file as argument instead of empty.
Aezeal
April 4th, 2009, 04:59 PM
ah .d3m files.. never seen them before.. must look for them I guess :D
thanks Johan.
Darkwind
April 4th, 2009, 11:54 PM
This new, all custom'd-up map sounds promising, I'll try it out tomorrow.
rdonj
April 6th, 2009, 05:32 AM
I haven't had enough free time to test the last few days, I will try to get into it sometime in the next couple days when maybe I will have more free time.
rdonj
April 8th, 2009, 05:39 AM
Okay, I had a chance to play a little. I played as neoclidia on the big blue planet (cerulea). It was nice, the planet was blue which fits its look better. And the space battles looked much nicer, although having deep ones standing around in space did look a bit weird. I found a few space provinces that still looked like forests though, but I don't remember which ones. I wasn't entirely sure I liked the black hole pic, it seemed a bit... grainy, and it was a bit hard to make out units on that map.
Also I found a few bugs :P The neoclidian battleship summon spell doesn't summon battleships, it just summons warships. Also I tried the x-wing summon and it summoned ulmish space fighters. Oh and drones look like militia, personally I would rather make them look like space mines (which you may want to remove anyway since they don't really seem to work).
Aezeal
April 8th, 2009, 04:20 PM
actually I saw spacemines work 2 days ago, I think I changed something in a version you didn't see. Only they don't move so enemies can ALWAYS walk up to them and attack them first.. so I might give them a lil battlefield movement.
rdonj
April 8th, 2009, 04:42 PM
Probably a good idea, I could get behind that. Besides most of the time in fiction when you see mines they can move, so it wouldn't be unheard of.
Aezeal
April 9th, 2009, 03:17 PM
not unheard.. but they'd be pretty overpowered :D..
Darkwind
April 9th, 2009, 03:19 PM
They might only move slowly, to represent residual cosmic winds and inertia from being first sent off. :D
Aezeal
April 9th, 2009, 04:55 PM
SO what do you all think of the backgrounds etc?
Johan K
April 10th, 2009, 12:24 PM
Space battles feel much more space now without the trees and with spacey backdrop. Nice work.
rdonj
April 10th, 2009, 12:32 PM
I already said what I think about them :).
Aezeal
April 10th, 2009, 01:20 PM
Yay feedback from the master himself!
I think it all looks much better now too. Rdonj, your feedback has of course been noted, I wondered if you maybe had more to say.
As a reply on what you said:
- nice the blue planet looks better, was the intention
- Nice space battles look better
- I'm not responsible for the Neoclidia sprites :D
- let met know which space provs look like forest please and I'll change them.
- I'll have a closer ingame look a the black hole pic.
Anyway if you have nice backgrounds just send me the pic and I'll add them.. it's very very easy so you can even check it yourself if it looks better. It actually works with pics of all sizes but then it just takes a box from the center it shows (I guess the nearest 512-1024 etc in range or something) If you have something you like just name it spacebackground**.tga and send it to me and I can change a few numbers in the mod too. (or I can add it to a specific province if you want that.
- I was wondering about the background on the city planet middle right is that acceptable or does it look weird?
I'll change the bugs for a next version. The drones should be spacemines actually so something not right there.
Aezeal
April 11th, 2009, 03:04 PM
Since ''m mostly tweaking and testing when I have time I've not relaly played the maps and mod..
Another thing I wonder is do you get the new sites regularly or do you still mostly get the old ones?
rdonj
April 12th, 2009, 12:21 AM
Well, I only found one new one so far I think, an orc totem? I don't recall having seen that particular site before, in any case.
Aezeal
April 12th, 2009, 04:09 AM
and for the rest a lot of old ones?
hmmm need to make more then I guess
rdonj
April 12th, 2009, 08:37 AM
Yeah, pretty much. I didn't explore a huge amount of the map yet in that game, dominions has lots of sites though so it would take quite a few to really make a noticable impact on what sites you discover.
Aezeal
April 13th, 2009, 03:55 AM
I think I mostly expect new ones is space since I removed a lot of forest special sites. My intention was that in space there will be no forests :D so I removed those and put a few new ones is.
So less old ones and more new ones there... hoped that would've done it.
Guess we'll need more sites then.
llamabeast
April 13th, 2009, 04:38 AM
Maybe you should just remove all the vanilla ones?
Aezeal
April 13th, 2009, 05:30 AM
That would certainly be an option..
I've not done that since
- plenty of the vanilla ones could be on planets (natural stuff always fits), even most recruitments wouldn't neccesary be a problem, just not usefull, only forests in space would somewhat annoy me :D
- it's a HELL of a job
- it would be a BORING HELL of a job
- I could probably never get that much sites back.
Lungfish
April 15th, 2009, 03:45 PM
Hey, I tried to install this mod, but the game error messages me and says that this mod has too many sprites. What do I do?
llamabeast
April 15th, 2009, 03:52 PM
Is there a list of sites in Edi's DB or anything? If so it would be very easy for me to write a script to make a mod to get rid of them all (if you gave me an example for a single one). Let me know if that would be helpful.
Everyone should learn Perl. That's my statement of the day.
Lungfish
April 15th, 2009, 04:01 PM
Huh?
rdonj
April 15th, 2009, 04:25 PM
Sprites, llama. Sprites. That said I'm not sure why you're having that problem unless maybe you are playing an older version of dominions? If you haven't downloaded the latest patch, do that and install it, then try again. If that's not the problem then I have no idea how to help you....
llamabeast
April 15th, 2009, 04:45 PM
Sorry Lungfish, I was answering Aezeal's last post. Didn't mean to be confusing.
I don't know why you'd get that bug. I haven't actually done any modding for a fair while now (though I am looking forward to getting back to it).
rdonj
April 15th, 2009, 05:02 PM
Oops. I had completely forgotten about that post :doh:.
Lungfish
April 15th, 2009, 05:20 PM
Danke.
EDIT: Oh, and if anyone could tell me where to get some decent Daemon and Chaos Marine sprites, I would be most obliged. Sorry to bother this thread. I'll let you return to the actual subject at hand now.
Lungfish
April 15th, 2009, 06:01 PM
Sorry for DP, but it still continues to "too many sprites in mod" me. I just updated to the newest patch literally two minutes ago.
llamabeast
April 16th, 2009, 02:57 AM
You've not got any other mods turned on? It might be that dom3000 + other mods = too many sprites.
Aezeal
April 16th, 2009, 05:29 PM
yeah might be.. dom3K isn't a problem for me and even with the nation I'm workign on next as a different mod it wasn't a problem. Need to work on Machaka again soon.. but still busy getting a house, and need to see my son when I get home :D
About the sites, the offer is really nice but there are a lot of sites that could just be in the mod and I if I remove all sites that would mean I hardly have any sites left so I'm not that much in favor of that solution. I'll need to look into the sites again soon to see if there maybe is another option. I think I've removed all forest themed sites from space though.
Rdonj could you let me know if you find very athematic sites?
Aezeal
April 16th, 2009, 05:34 PM
hmm I really like machaka as I have it now need to work on it :D
rdonj
April 16th, 2009, 07:19 PM
Yeah, sure.
Aezeal
April 17th, 2009, 05:51 PM
hmm I've started by lowering rarity on most of my sites :D
Orcs get a new holy battle spell too (does sermon of coursage, haste, regen and berserkers on the whole battlefield) will be iether H3 or H4. (Yes I know sermon of courage is useless if you give berserk after it... I'm leaving it since it might be either overpowered (regen) or annoying (berserking your mage..) so then I might give the berserk part a MR resist option so mages might live through it :D
rdonj
April 18th, 2009, 02:11 PM
By the way I think I've figured out why neoclidian lasers seem to be much better than their stats would indicate. I think when a missile weapon doesn't have a flysprite it has 100 precision, and may even hit automatically. I noticed a huge difference in battle replays while looking at my friends mod when changing a weapon from having a flysprite to just using an explsprite.
Aezeal
April 18th, 2009, 09:13 PM
I'm adding tons of sites
#newsite 863
#name "Cloning Facility"
#level 2
#rarity 1
#gems 8 3
#loc 29
#path 8
#end
I found this a funny one to implement
llamabeast
April 19th, 2009, 02:56 AM
#gems 8 3 ?
Wouldn't that mean 8 holy gems?
Aezeal
April 19th, 2009, 04:22 AM
arg of course dammit I keep doing blood as 8 instead of 7 (I use holy as 8 too) good point I'll check all my sites for that
Aezeal
April 19th, 2009, 09:16 AM
Machaka is ready for release (my way of ready that means you know how that is) it has 2 heroes, 2 gods, some summons, a new combat spell and it just kicks ***.
Darkcolored pplz, spiders, poison and fire.. all in a dom 3K sort of way.. I like the nation.
I'll upload the files, the sprites need to be put in the dom 3k folder... if anyone can test it a bit more I'd be gratefull.
I myself am especially satisfied with the new combat summon Call Arachnids, since I've not done combat summons before and I've not seen combat summons yet which summon 2 types of creatures. (to be honest it's not that hard to mod but I thought it a very nice and thematic spell for the nation.. I think the original nation should have it too.
Aezeal
April 19th, 2009, 05:58 PM
#newmonster 2412
#forestsurvival
#copyspr 361
#name "Space Algae Spawn"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 15
#size 2
#prot 10
#mor 10
#mr 10
#enc 1
#str 10
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon "Fist"
#regen 100
#maxage 30
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end
#newmonster 2413
#forestsurvival
#copyspr 362
#name "Space Algae Spawn"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 25
#size 3
#prot 12
#mor 10
#mr 10
#enc 1
#str 11
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon "Fist"
#regen 100
#maxage 30
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end
#newmonster 2414
#forestsurvival
#copyspr 361
#name "Poison Space Algae Spawn"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 15
#size 2
#prot 10
#mor 10
#mr 10
#enc 1
#str 10
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon 766
#regen 100
#maxage 30
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end
#newmonster 2415
#forestsurvival
#copyspr 361
#name "Poison Space Algae Spawn"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 15
#size 2
#prot 10
#mor 10
#mr 10
#enc 1
#str 10
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon 767
#regen 75
#maxage 30
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end
#newmonster 2416
#forestsurvival
#copyspr 362
#name "Poison Space Algae Spawn"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 25
#size 3
#prot 10
#mor 10
#mr 10
#enc 1
#str 10
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon 767
#regen 75
#maxage 30
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end
#newmonster 2417
#forestsurvival
#copyspr 362
#name "Space Algae Spawn Master"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 25
#size 3
#prot 12
#mor 10
#mr 10
#enc 1
#str 11
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon "Fist"
#poisonarmor
#regen 100
#maxage 30
#noleader
#goodmagicleader
#noundeadleader
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end
#newmonster 2418
#forestsurvival
#copyspr 362
#name "Poison Space Algae Spawn Master"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 25
#size 3
#prot 10
#mor 10
#mr 10
#enc 1
#str 10
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon 767
#regen 75
#maxage 30
#noleader
#goodmagicleader
#noundeadleader
#startage 1
#mindless
#magicbeing
#neednoteat
#fireres -25
#end
#newmonster 2418
#forestsurvival
#copyspr 362
#name "Space Algae Spawn Mage"
#descr "In outer space space algae have developed, relatively harmless simple photosynthetic lifeforms adapted for life in nothingness. In the most dense space algae blooms radiation and nature magic have evolved in space algae spawns."
#hp 25
#size 3
#prot 12
#mor 10
#mr 10
#enc 1
#str 11
#att 10
#def 10
#prec 5
#mapmove 2
#armor "Bioforce Shield"
#weapon 767
#magicskill 6 3
#poisonarmor
#regen 100
#maxage 30
#noleader
#expertmagicleader
#noundeadleader
#startage 2
#mindless
#magicbeing
#neednoteat
#fireres -25
#end
I just thought of these indies and implemented them.. what do you think.. complete sillyness that must be removed or something that might deserve a race of their own? Or just let them stay as indies?
rdonj
April 19th, 2009, 10:52 PM
It's pretty silly yes. Also algae mages seem pretty strange. I don't know about making a race out of them, but why not have independant man-killing algae....
Darkwind
April 21st, 2009, 04:18 PM
They might be cool as indies, actually. Makes me think of whole poptypes of just "native" space indies, with swarms of spacefish who explode when killed, the occasional sentient asteroid, and perhaps space-exiles who command this ragtag band of freedom fighters (or mad scientists who abuse them).
And, yeah, sentient algal blooms casting "Eagle Eye" or some equally odd spell sounds rather strange to me too. Where they'd get eyes, I don't know...
Aezeal
April 21st, 2009, 04:37 PM
freedom fighter, pirates... all the same. I'm not adding them as a poptype yet but I'm adding site that allow recruitment and I could set up 1-2 provinces that have that site and appropriate defenders. I've actually created a HUGE (like 500x 200 pix) spawning pool creature which exists just of transparancy with dots of green (represents algae cluttering together..) the description might sound sucky but I acutally got where I wanted to go with that sprite.
Rdonj.. do you want to add the latest poptypes to the map and maybe add the algae producing sites and give that province algae defenders?
Aezeal
April 22nd, 2009, 04:48 PM
With thanks to gandalf Parker for solving the problem I can now announce that there will be new forgeble weapons.
Always been jealous about the Jomon assassins with lightning guns.. no fear.. forge them yourself and kill all commanders.
rdonj
April 22nd, 2009, 07:01 PM
Great job, glad you've gotten that working.
I'm actually going on a bit of a hiatus from dom3 for a while, and I don't think I'm really going to have time to add the new stuff to the map for a while. So maybe it would be better if someone else did it.
Aezeal
April 29th, 2009, 04:24 AM
:(
Darkwind have you played the mod recently?
Darkwind
April 29th, 2009, 08:37 PM
No, honestly I haven't. I've been a bit busy with other stuff lately (all of my big projects are due!), so I haven't even restarted any of the nations I was working on. :( I'll see if I can work some time in this weekend.
Aezeal
April 29th, 2009, 11:21 PM
big dominions projects or RL :D
Aezeal
April 30th, 2009, 01:30 AM
hmmm I'd love to make a space algae nation based on the use of the carrion woods spell. I could make an AI nation (overpowered that is) of it on a map if I only could think of a way to make sure that spell is up all the time for an AI player.
A green tide washing over the galaxy (lol orcs have competition then) It's another mechanic than orcs they'd basicly need no cash so I could give them a death domain (suffocating everything and killign all non plant live) It would sort of be a pan nation but then really nature strikes back but they've given up on the dryads, centaurs and minotaurs who in the end just used wood and mined and breathed oxygen like all other scum animal lifeforms.
rdonj
April 30th, 2009, 07:02 AM
Well, there's no way to force the AI to do anything it doesn't want to, but you could make it a 0 gem research level 0 spell that can be cast by whatever they start with. That should be enough to convince it to cast.
Either that or always start them as human and switch them to ai after the first turn.
Darkwind
April 30th, 2009, 03:55 PM
Well, a global can be taken down. I'd suggest just trying to build the Carrion Woods into the nation.
Also, why Space Algae if they might not be able to start in space? You might want to broaden it to simply a race of sentient plants who can 'uplift' other plants. They might be interesting, though I'm not sure how to differentiate them from the Orcs mechanics-wise. Perhaps Plants could have less chaff (other than through spells like "Uplift Grass" or something; lore-wise smaller, weaker plants have a lower chance of being uplifted) and have to GoR their commanders, going with the 'giving sentience' theme.
Actually, this sounds like a cool idea. They would start with one commander/scout (a multihero, perhaps) and a few units, and have to use a unique GoR spell (for maybe 5 gems) to gain more commanders. Some units would have a domsummon ability, some would be able to use turns to summon more (after being GoR'd, of course). Their only recruitables (and their PD) would be plant-worshipping tribes, with maybe a (bad, obviously) commander and an also-bad mage who could summon a few poor-quality units and GoR them. There could be a minor emphasis on poison.
Trees could be the elite warriors and researchers, some sort of fungus as the assassins and scouts, ivy the poisoners (they would also reproduce quickly), and thing in between these roles (mushrooms which poison and also act as excellent mages, Perhaps crops which would grow slowly but research reasonably well and produce tribal members. Grass would be to chaff as chaff is to elites. They would have all sorts of different units!
I may just do this. Later. :p
Aezeal
April 30th, 2009, 04:09 PM
I'd suggest just trying to build the Carrion Woods into the nation --> how?
actually I had that GOR idea too.. I was thinking just getting troops of carrion woods and then having the rare ones be more powerfull mages after GOR) but you'd be able to GOR al the units to get some basic researchers.
Since carrion woods works best with forest it would fit the space race thingie.
Darkwind
April 30th, 2009, 06:07 PM
I'd suggest just trying to build the Carrion Woods into the nation --> how?I'm thinking we have to be clever. Perhaps mod whatever the spell would summon to have a small domkill effect, as well as the "reanimators" who cast the spell (which would become a reanimation command solely, rather than also a global). You'd copy the nation from Pan to keep the forest-affected reanimation. The increased effect with Growth could maybe be modeled by giving units a weak #onebattlespell (that is the command, isn't it?) that increases in power with Growth, making them stronger wit growth rather than increasing numbers.
We'd keep most of the effects--dying population, increased effectiveness with Forest and Growth--while losing the problem of relying on a global. It would end up somewhat different but fairly similar, which is I think good since we don't want to just copy LA Pan, do we?
Aezeal
April 30th, 2009, 08:40 PM
well there are several things against this: reanimators give the option to get exponential growth and would make the race even more similar to insects. with the carrion woods spell your can't get exponential growth, just an increase based on your provinces.
We can't onebattlespell modded spells and I don't think the spell you want already exists.
I admit that my solution wouldn't be very usable by the AI (though I doubt the AI will get the best out of reanimating either.) Being similar to current vanilla nations isn't a problem it's actually a good thing. The problem is that the nation would be VERY VERY reliant on that spell and has no back up strategies if it's brought down. (which would make it sort of interesting to keep saving gems so you could recast it or keep reinforcign it). This would fit the theme since mothernature seems to put all bets on plants and has stopped using mammals.
I sort of thought about your plants idea too and I certainly like the story you are telling (fungi/trees/etc etc) but somehow I can more easily imagine algae getting into space than mushrooms and trees...
If I use the carrion woods spell I'd have like 7 or 8 troops which could all be GoRed to 7-8 different commanders. That is a decent basis for a nation with added summons. A think to keep in mind is that you probably can't generate leaders directly with carrion woods (I think)
Another thing I'm thinking of using is the eater of the dead. I like the idea of an increasing mass of algae (?!?) that grows while adding biomass and then become uncontrolable.
I could just change the pic and the stats of the 4 eater of the dead forms then I'd make the first form quite a bit weaker. If you get that form as a rare from forests (I think you'll get multipele of them since I doubt the uniqueness is checked that way) then you could GOR them and you'd haev multipe grown masses .. and eventually they could go on a rampage (That form will be plenty powerfull still :D) I'm not sure wethere they'd shift shape if they are not GORed but I guess they might since it could be checked regardless of being a leader or not.. not sure if they'd go on a rampage then though. I think I'll experiment with this sometime
Aezeal
May 3rd, 2009, 05:05 AM
hahaha this was great.. so I'm testing a v0.0001 for the algae.. and the spell is up and working.. I'm getting critters in my few provinces etc etc all using vine ogre and vine men sprites...
and then a province gets attacked by indies real vine men and vine ogres.. of course those would never be able to kill my 100% regen creatures.. but of course mine have no leaders so they route :D
llamabeast
May 3rd, 2009, 08:35 AM
I bet the eater of the dead is unique.
Aezeal
May 3rd, 2009, 08:43 AM
so?
Aezeal
May 3rd, 2009, 04:39 PM
I forgot I couldn't edit the thing avoe anymore.. my expectation was that if I didn't summon it uniqueness wouldn't matter.. but it clearly does... max 1... and I can't think of anyway to remove it which is 2 bad.
Aezeal
May 3rd, 2009, 05:36 PM
so screw that I'll shapeshift around it..
need to GOR the unit to be a commander and then shapeshift :D and there are my armies of eaters of the dead :D
JaghataiKhan
July 27th, 2009, 05:01 PM
When I tried to summon Ktalu the game crashed.
Also I'm back from a year of WoW, lost so precious time :(
Trumanator
July 27th, 2009, 05:04 PM
I'm not even sure if Aezeal is still around... this topic hasn't had a new post in months, and I haven't seen him posting anywhere else.
Ballbarian
July 27th, 2009, 11:59 PM
He hasn't posted for awhile, but his profile shows him last active a week ago.
Where did I put that darn summon Aezeal spell...
Darkwind
July 30th, 2009, 06:26 PM
I haven't been doing much Dom-related recently, but if there's a massive public outcry, I might try to help fill this huge Aezeal-shaped hole in our collective heart. :D All of my works-in-progress are gone, though.
Also, I'm clueless as to why the game would crash when summoning Ktalu. He's game-breaking, but not in that sort of way. :confused: Maybe something to do with the art? I can't remember whether Aezeal put in a unique graphic for Ktalu.
Humakty
August 6th, 2009, 10:02 AM
I've spotted the issue with ktalu sprite, in the DM it's :
#copryspr 1150
it should be
#copyspr 1150
JaghataiKhan
August 6th, 2009, 04:35 PM
Thanks man!
Humakty
August 7th, 2009, 04:19 AM
Galaxy map has province 85 connected to 82, doesn't seem right.
Neoclidia has two identical Yithian (spelling?) commanders in it's roster.
mehrunes_dagon
September 29th, 2009, 12:16 PM
To begin with, i like the mod and insectoid nation especially (and currently laying my eggs in Oni capital, playing single-player against mighty AI). It really feels like space conquest.
Aezeal, there are some bugs.
1) There is reference to non-existent monster 2404
2) The mod does not work under Linux due to case-sensitivity
To make it work, i had to make symlink to Dominions 3000 from dominions 3000, and rename some files:
mv 2721_Blue_Alien_Large_space_1.tga 2721_Blue_Alien_Large_Space_1.tga
mv 2716_Kraken_Small_1.tga 2716_Kraken_small_1.tga
mv 2716_Kraken_Small_2.tga 2716_Kraken_small_2.tga
Those are the errors i encountered, and there could be more (i am in an early phase of the game). I suggest that all file and directory names get lowercased, and .dm file changed accordingly
mehrunes_dagon
September 29th, 2009, 12:19 PM
By the way, how many players the Galaxy map can hold? Each time i start with 9 nations, 2 nations die on the first turn. Is this a bug or feature?
mehrunes_dagon
September 29th, 2009, 12:22 PM
:p
I am new to the Dominions 3000 universe.
If i make it to wish stage, whom do i wish to finish the game? Space eel, whom else?
rdonj
September 29th, 2009, 01:04 PM
The galaxy map can hold as many players as there are large planets. IIRC there are as many races as there are major planets as well, but I could be wrong about that. I'm not exactly sure off the top of my head why some of them instantly die off if that's the case. Insectoids makes sense because they have dying dom. Without their god awake they are quite likely to die the first turn. I can't remember if anyone else has dying dom.
As for wishing, I have this feeling that you can't wish for mod nation units. So you'll have to be boring and just wish for gems, seraphs, rudra. That sort of thing.
mehrunes_dagon
September 29th, 2009, 02:50 PM
No, it is possible to summon mod creatures, at least in epotara realm
I've just summoned dragon of fate, ancient wyrm, with 2 claws, only lacking commander status;)
Korwin
July 30th, 2012, 12:34 AM
Looking at this Mod ATM, some of the starting provinces seems to be brocken.
Edit:The galaxy map can hold as many players as there are large planets. IIRC there are as many races as there are major planets as well, but I could be wrong about that. I'm not exactly sure off the top of my head why some of them instantly die off if that's the case. Insectoids makes sense because they have dying dom. Without their god awake they are quite likely to die the first turn. I can't remember if anyone else has dying dom
.
Started a Game with all nations as human players. 3 nations where without capital and units.
Fake Edit:
The insects are supposed to have no capital gem income?
Soyweiser
July 30th, 2012, 09:59 AM
The insects if they are based on the amos mod are weird, so probably yes.
rdonj
July 31st, 2012, 03:44 AM
Yeah, the insects were based off of the amos mod and while aezeal did make some changes, he didn't make many. If the insects had a starting income though it's entirely conceivable it was removed just to make the insects less powerful. I don't honestly remember at this point.
I'm not sure why you had a problem with getting nations either. I've had that problem before with no starts maps and ended up having to set the starts by hand but that seemed to be caused by coastal start nations, and having other nations randomly fill up those slots. I don't recall having that problem before on the galaxy map with Dom3k. The map and mod were made a long time ago though and I guess something could have broken? But TBH I can't really feel too interested about supporting the mod to investigate.
Korwin
August 7th, 2012, 03:21 PM
I think I got it. The map is only for 7 nations.
Did 3 tests with 9 nations (pictures below), 2 with 7 nations. The tests with 7 nations worked without problems.
First test:
http://farm9.staticflickr.com/8429/7734791004_14af5db388_z.jpg (http://www.flickr.com/photos/69615144@N05/7734791004/)
http://farm8.staticflickr.com/7250/7734791850_ee4239f2ee.jpg (http://www.flickr.com/photos/69615144@N05/7734791850/)
Two nations missing,
Ulm
http://farm9.staticflickr.com/8285/7734795542_634fe6c757_z.jpg (http://www.flickr.com/photos/69615144@N05/7734795542/)
and R'leyh
http://farm9.staticflickr.com/8284/7734798420_fe84fe0180_z.jpg (http://www.flickr.com/photos/69615144@N05/7734798420/)
Both dead on turn 3:
http://farm8.staticflickr.com/7263/7734800514_33a4c4f816.jpg (http://www.flickr.com/photos/69615144@N05/7734800514/)
Test 2:
R'leyh again
http://farm9.staticflickr.com/8432/7734802970_decf72f18a_z.jpg (http://www.flickr.com/photos/69615144@N05/7734802970/)
and the Dragons
http://farm8.staticflickr.com/7251/7734805738_0534c9cf0f_z.jpg (http://www.flickr.com/photos/69615144@N05/7734805738/)
All in the same province?
Ah, someone allready there...
http://farm9.staticflickr.com/8285/7734808340_a2f0f73862_z.jpg (http://www.flickr.com/photos/69615144@N05/7734808340/)
Test 3:
Ulm again:
http://farm9.staticflickr.com/8288/7734811960_6f533f6a1a_z.jpg (http://www.flickr.com/photos/69615144@N05/7734811960/)
And the Commonwealth:
http://farm9.staticflickr.com/8422/7734814796_fe7dcefef9_z.jpg (http://www.flickr.com/photos/69615144@N05/7734814796/)
The galaxy map can hold as many players as there are large planets.
And there are only 7 large planets. (and some smaller ones). :doh:
rdonj
August 7th, 2012, 08:15 PM
Yep! That is indeed the problem. Back when I made that map I think there were only 7 playable nations. And the large planets seemed to me like the only fair start locations for the majority of races. So that's where I set start locations to. Apparently Aezeal also wanted the cluster of planets in the top right to be a start location for one player. Probably the thing to do is try setting specstarts for two of the 9 nations. These should be the bugs and the orks. Give those two some of the worse start locations, and it will sort of balance them since they're the strongest nations anyway. Not that it will really matter since the computer doesn't know how to play either nation properly, so it makes them a lot weaker than they should be. But at least if you played one of the two it'd get a little bit less silly.
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.