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Showing results 51 to 67 of 67
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Posts Made By:
DireAussie
Forum:
Scenarios, Maps and Mods
September 21st, 2007, 10:30 PM
Replies:
13
Mod:
Zepath Nation: Necropolis LA - Updated to 1.2
Views:
6,526
Posted By
DireAussie
Re: Zepath Nation: Necropolis LA
I've played a game with this nation. The fear aint that bad considering the low protection and the rotten admin from hillforts that limits recruitment potential. Even the ethereal warriors arent...
Forum:
Scenarios, Maps and Mods
September 21st, 2007, 12:46 AM
Replies:
36
Mod:
New Nation: Sanguinia (Update v1.1)
Views:
19,683
Posted By
DireAussie
Re: Play-test
I tried this nation today but commanders dont cast holy spells even when scripted - to see this start a new game and use the first commander to attack and script him to bless himself. He wont do it.
Forum:
Scenarios, Maps and Mods
August 26th, 2007, 04:38 AM
Replies:
7
Map: The Lonely Mermaid (wraparound)
Views:
4,083
Posted By
DireAussie
Re: Map: The Lonely Mermaid (wraparound)
Okay, after all this time this map should actually work now. I put in the wrong file in version 1.1.
Forum:
Scenarios, Maps and Mods
August 26th, 2007, 04:25 AM
Replies:
92
Sticky:
Map:
A Map List
Views:
109,616
Posted By
DireAussie
Re: A Map List
Hell, my attachment on my thread has been screwed for ages ever since I posted version 1.1. I'll put up the right one in the next couple of days...Sorry for that!!!
Forum:
Scenarios, Maps and Mods
August 26th, 2007, 04:16 AM
Replies:
8
Map: Mines and Farms (wraparound)
Views:
5,550
Posted By
DireAussie
Re: Map: Mines and Farms (wraparound)
One of my key design goals is to prevent too much free movement and to create key points of interest. In this map:
- the swamp on the bottom-left restricts too much free movement between the...
Forum:
Scenarios, Maps and Mods
August 20th, 2007, 02:47 PM
Replies:
8
Map: Mines and Farms (wraparound)
Views:
5,550
Posted By
DireAussie
Map: Mines and Farms (wraparound)
Version 1.1 (added missing link between province 8 and 9)
Here's my new map, mines and farms, a wraparound map. Enjoy! Click on the attachment link just above in the title section to download.
...
Forum:
Dominions 3: The Awakening
July 12th, 2007, 08:12 AM
Replies:
9
Ethereal crossbow mechanics
Views:
2,696
Posted By
DireAussie
Ethereal crossbow mechanics
Do ethereal crossbows kill anything outright if it hits, or does the defender get a MR roll?
Forum:
Dominions 3: The Awakening
June 19th, 2007, 12:01 AM
Replies:
3,096
Bug:
Bug Thread: Discussion
Views:
731,370
Posted By
DireAussie
Feebleminded mages get their skills back
I'm not sure if this is a bug or a feature. I'm playing Machaka and 2 of my black sorcerers got feeblemind. Afterwards I set them on the front lines with attack orders. As you may realise black...
Forum:
Dominions 3: The Awakening
June 13th, 2007, 11:09 PM
Replies:
3
Scripting problems/issues - mage went melee!
Views:
1,323
Posted By
DireAussie
Scripting problems/issues - mage went melee!
In a multiplayer game I scripted my magically powerful pretender to cast flame eruption spell. Enemy troops closed in; he got 1 flame eruption off before the enemy got to melee. When this happened,...
Forum:
Dominions 3: The Awakening
June 13th, 2007, 10:56 PM
Replies:
33
Is magic worth it?!?
Views:
5,801
Posted By
DireAussie
Re: Is magic worth it?!?
>Late age game with Arcoscephale
Generally speaking late age has less magic; late age mages have less magic skills. As stated on page 97 of the manual - "The early age has a predominance of...
Forum:
Scenarios, Maps and Mods
April 22nd, 2007, 03:48 AM
Replies:
7
Map: The Lonely Mermaid (wraparound)
Views:
4,083
Posted By
DireAussie
Map: The Lonely Mermaid (wraparound)
The Lonely Mermaid
Version 1.2
A wraparound map with 99 land and 21 sea provinces
There is nothing special about this map, except that it is created using the heroes 3 map editor and it is...
Forum:
Scenarios, Maps and Mods
March 12th, 2007, 02:41 AM
Replies:
5
Map Starting Locations Modifier
Views:
2,925
Posted By
DireAussie
Re: Map Starting Locations Modifier
Unless you use extreme values like 8 neighbours per province then its unlikely that you'll get an uneven spread, unless you're playing on a crazy map with lots of mountains and water. 4 or 5 are...
Forum:
Scenarios, Maps and Mods
March 11th, 2007, 10:35 PM
Replies:
43
Sticky:
Tools and Tutorials
Views:
76,774
Posted By
DireAussie
Re: Tools and Tutorials
Spell descriptions modifier
Features:
- Makes selected in-game spell descriptions more accurate, providing concrete values and formulas for spell effects instead of vague descriptions
-...
Forum:
Scenarios, Maps and Mods
March 11th, 2007, 10:30 PM
Replies:
43
Sticky:
Tools and Tutorials
Views:
76,774
Posted By
DireAussie
Re: Tools and Tutorials
Map Starting Locations Modifier
This web script allows you to modify a map's possible starting locations so that you are guaranteed a minimum number of neighbouring provinces in each starting...
Forum:
Scenarios, Maps and Mods
March 11th, 2007, 09:32 PM
Replies:
5
Map Starting Locations Modifier
Views:
2,925
Posted By
DireAussie
Map Starting Locations Modifier
Sick of unfair maps that put you in a province with 3 neighbours while everyone else gets 5+? Sick of being a water nation and getting put in a lake surrounded by all land? Try my starting...
Forum:
Scenarios, Maps and Mods
December 1st, 2006, 09:12 PM
Replies:
7
Mod: Spell Descriptions "Mod"
Views:
14,495
Posted By
DireAussie
Re: Mod: Spell Descriptions \"Mod\"
I thought I would give my mod a bump...also this mod has been tested as OK for multiplayer.
Forum:
Scenarios, Maps and Mods
October 26th, 2006, 06:01 AM
Replies:
7
Mod: Spell Descriptions "Mod"
Views:
14,495
Posted By
DireAussie
Mod: Spell Descriptions \"Mod\"
This isnt really a mod per-se, but rather an "unofficial patch". It will change your dom3.exe file directly.
I havent used it in a multiplayer game so I'm not sure if it gets flagged as cheating....
Showing results 51 to 67 of 67
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