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-   -   Mod: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map commands) (http://forum.shrapnelgames.com/showthread.php?t=39996)

mehrunes_dagon September 29th, 2009 12:16 PM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
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

galaxy map
 
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

?good monsters to wish for?
 
: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

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
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

summon mod creatures
 
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

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
Looking at this Mod ATM, some of the starting provinces seems to be brocken.

Edit:
Quote:

Originally Posted by rdonj (Post 712534)
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

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
The insects if they are based on the amos mod are weird, so probably yes.

rdonj July 31st, 2012 03:44 AM

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
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

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
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/8429/7...af5db388_z.jpg
http://farm8.staticflickr.com/7250/7...ee4239f2ee.jpg
Two nations missing,
Ulm
http://farm9.staticflickr.com/8285/7...4fe6c757_z.jpg
and R'leyh
http://farm9.staticflickr.com/8284/7...84fe0180_z.jpg
Both dead on turn 3:
http://farm8.staticflickr.com/7263/7...33a4c4f816.jpg

Test 2:
R'leyh again
http://farm9.staticflickr.com/8432/7...cf72f18a_z.jpg
and the Dragons
http://farm8.staticflickr.com/7251/7...34c9cf0f_z.jpg
All in the same province?
Ah, someone allready there...
http://farm9.staticflickr.com/8285/7...f0f73862_z.jpg

Test 3:
Ulm again:
http://farm9.staticflickr.com/8288/7...533f6a1a_z.jpg
And the Commonwealth:
http://farm9.staticflickr.com/8422/7...7dcefef9_z.jpg

Quote:

Originally Posted by rdonj (Post 712534)
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

Re: Dominions 3000 v0.81 - lots of new indies, new map (using the brand new map comma
 
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.


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