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Search: Posts Made By: Azurain
Forum: Scenarios, Maps and Mods December 7th, 2011, 04:46 AM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (recruit some conquered foes!)

Ack. I'll fix that at a more reasonable hour and upload 1.2 -- thanks. :)
Forum: Scenarios, Maps and Mods December 2nd, 2011, 02:32 PM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (recruit some conquered foes!)

It looks like CBM 1.92 should be overall compatible with Assimilation.

Exceptions to watch out for would be: EA Ermor, ME Man, ME Ulm, ME Agartha, and LE Man. This is because CBM messes with...
Forum: Scenarios, Maps and Mods December 2nd, 2011, 08:32 AM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (recruit some conquered foes!)

It should be, unless newer versions of CBM make changes or additions to sites.
Forum: Scenarios, Maps and Mods October 22nd, 2011, 08:31 PM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (Conquered Lands)

I'm in a Dominions 3 mood again, lately, so thought I'd see if anyone has any suggestions or requests related to the mod. In particular, let me know if there's any interest in an all-eras version,...
Forum: Scenarios, Maps and Mods September 6th, 2011, 03:13 AM
Replies: 14
Views: 3,401
Posted By Azurain
Re: Mods - where to start?!

I haven't made any changes or improvements to it in a while, but in terms of core gameplay changes, Assimilation can be fun (or at least I think so, since I made it for my own use ;) ).

It lets...
Forum: Scenarios, Maps and Mods February 21st, 2011, 07:37 PM
Replies: 5
Views: 1,530
Posted By Azurain
Re: Making Capital Only units

As far as I understand it, the #homemon and #homecom commands do not overwrite or in any way displace the national #addrecunit and #addreccom commands. Meaning that adding a site with #homemon for a...
Forum: Scenarios, Maps and Mods February 20th, 2011, 03:20 PM
Replies: 5
Views: 1,530
Posted By Azurain
Re: Making Capital Only units

To the best of my knowledge, site modding is the only way to make units capital only. Bear in mind that there are significant limitations to this, as well: each site can only have 5 total traits on...
Forum: Scenarios, Maps and Mods January 22nd, 2011, 11:40 AM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (Conquered Lands)

There shouldn't be any compatibility issues unless it happens to modify startsites or use any site numbers between 820 and 845. I can check at some point but personal life complications just came up...
Forum: Scenarios, Maps and Mods January 21st, 2011, 11:34 PM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (Conquered Lands)

Oh yeah, I should have known that the error comes up before you select a map, given that it happened to me when I was first testing the mod (I had some site numbers wrong, which I fixed before...
Forum: Scenarios, Maps and Mods January 20th, 2011, 09:48 PM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (Conquered Lands)

Just did some testing and I haven't been able to reproduce the error (by redownloading the files in post 1 of the thread). Is it possible you were attempting to use the mod on a map which has its...
Forum: Scenarios, Maps and Mods January 20th, 2011, 04:16 PM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (Conquered Lands)

Nah, it's almost certainly 3.26. It probably created some new sites within the same number range I am using (820-850 or so). The error message that was received with 3.26 is exactly what would...
Forum: Scenarios, Maps and Mods January 20th, 2011, 11:56 AM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (Conquered Lands)

Version 1.0 (old) which can be downloaded from the first post is the old version (I just renamed the file). But no worries--if the Late Era isn't working, then it's definitely a compatibility issue...
Forum: Scenarios, Maps and Mods January 20th, 2011, 11:20 AM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (Conquered Lands)

Hmm. I didn't even notice there was a new patch out, so it hasn't been tested in that. The patch notes don't seem to suggest anything that would be a problem, unless the 'extra sites in caves'...
Forum: Scenarios, Maps and Mods January 19th, 2011, 11:24 PM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (Conquered Lands)

Version 1.1 has been released, which includes a Late era version. More details in the first post of this thread. :)
Forum: Multiplayer and AARs January 19th, 2011, 11:22 PM
Replies: 2
Views: 1,328
Posted By Azurain
Re: Pre-Game Discussion: AssimilationParanoia

Just to note: v1.1 of the mod has been released. It includes some changes to EA and MA, as well as an all new LA version of the mod. Haven't put together an all-ages version yet, but we'll see.
Forum: Scenarios, Maps and Mods December 17th, 2010, 11:32 AM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (Conquered Lands)

It'll take me maybe an hour to throw together the late age mod--If you're planning a game, I can aim to get that done this weekend, possibly tonight.

In terms of a one age mod version, it'd...
Forum: Scenarios, Maps and Mods December 5th, 2010, 12:30 PM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (Conquered Lands)

MA Ulm's units are all high-resource, so you don't get all that much unit diversity from them, and their magic isn't the best. MA Caelum, on the other hand, with low-resource flying archers (ie,...
Forum: Scenarios, Maps and Mods December 1st, 2010, 11:31 AM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (Conquered Lands)

Thanks!

I wanted to avoid having cap-only units as the 'conquered' units since they tend to be the elites. I prefer the idea of the elites generally refusing to follow another god, but some of...
Forum: Scenarios, Maps and Mods December 1st, 2010, 11:07 AM
Replies: 41
Views: 13,991
Posted By Azurain
Re: Assimilation (Conquered Lands)

I thought of that, actually, though I was thinking 'mercenary' more than 'enslaved'. But it's a lot of work to add all the units (especially if you want to modify the sprites a bit), and that opens...
Forum: Scenarios, Maps and Mods November 30th, 2010, 08:55 PM
Replies: 41
Views: 13,991
Posted By Azurain
Assimilation (recruit some conquered foes!)

Hello! This is a new gameplay-changing mod.

The short:

This mod allows you to recruit a few enemy troops types and commanders at their capital once you have conquered it.

Version 1.1 of...
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