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September 2nd, 2007, 09:11 AM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: NEW MOD: No Independents
That depends on what you're after, Sombre. The biggest problem with NI maps is that it is absolutely impossible to recruit any kind of commanders or mages (such as shamans, druids etc) that would allow diversification of magic. I wanted to retain those and the better units while eliminating the chaff and that CANNOT be done without modding it. As well, the mod can be used with all maps but map files have to be made for each map separately.
The NI maps are good for those who like them, but they are not my cup of tea nor as flexible a solution. The mod can be made clean with actually far less work than making NI maps every time you need one, it just takes a little more ONCE, but just for the sake of enabling one militia and disabling one light cavalry, I'm not going to do that. Not worth the time it takes.
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September 2nd, 2007, 09:42 AM
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BANNED USER
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Join Date: Feb 2007
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Re: NEW MOD: No Independents
NI maps require far more work? I don't see how. All the NI maps require is copying the map's original text file, adding in a single copy pasted chunk of code and renaming the map.
You're right that they're different though. I like the fact that you can't get poptype mages with NI maps, so it's not a problem at all in my eyes.
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September 10th, 2007, 06:56 AM
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National Security Advisor
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Join Date: Oct 2003
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Re: NEW MOD: No Independents
I'm going to have to apologize due to the update. It seems like the commented out lines are actually being read and used, so there are now units that should be available, but are not.
I'll make another update in the next few days and rename the mod to "Better Independents", which is what it should be. I can also make a true "No Independents" mod where there really will not be ANY indies at all, but that requires redoing some nation army lists, so it's a very low priority one for me right now.
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September 10th, 2007, 03:22 PM
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Private
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Join Date: Mar 2007
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Re: NEW MOD: No Independents
I got a quick question Edi.
If the indies cost 9k each then what happens if your using R'lyeh with their enslave mind commanders and get a couple indies from battles? Would that give you a ridiculous amount of upkeep?
MrMatt
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September 10th, 2007, 04:25 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: NEW MOD: No Independents
Yes, there is that. The point is that you should not use enslavement against indies or you will suffer the consequences. I can't fix things perfectly. Using inflated resource costs causes the AI to still try to build them, stuffing up recruitment. Inflated gold cost makes them impossible to recruit, but if you hit one with an enslavement spell, you're suddenly paying 600 gold upkeep on that unit.
So, save enslavement against AI armies, they will only have the unmodded units in them.
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October 26th, 2007, 03:36 PM
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National Security Advisor
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Join Date: Oct 2003
Location: Helsinki, Finland
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Re: NEW MOD: Better Independents
All right, people update. The last one was screwed up and it disabled a lot of units it was not meant to. The mod has been renamed, because "Better Independents" is a far more accurate description than "No independents".
I have reuploaded the attachment to the first post, as well as uploaded it to my home page. The File is now called Better_Independents.zip and contains three mods: - Better Independents, which increases gold costs to 9000 and base resource cost to 800 for the modded units
- Better Independents Gold, which only increases gold cost to 9000 for modded units
- Better Independents Resource, which only increases base resource cost of modded units by 800
Each mod has its own banner and this approach will allow everyone who wants to use them to pick whichever one suits them best. If you play an astral heavy nation and worry about enslave mind bankrupting you, use the resource version. If that's not a concern, you can pick the gold one or if you really want to make sure, pick the plain Better Indies, it has both gold and resources.
The only difference between the mods is that the resource cost version also prevents Militia 30 (the one you get through events) from being recruited, but that mod also has the issue that sometimes the AI may get the brilliant idea of trying to recruit the 800+ resource units and ganks its recruitment. The gold version can lead to instant bankruptcy by careless use of Enslave Mind but the AI won't try to recruit the indies. Pick your poison.
This mod is also not likely to get any foreseeable further updates, since my limited time does not allow me to waste any more effort on it that could be better spent on the bug list, the DB, the FAQ, my studies and other pursuits.
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May 18th, 2008, 02:29 AM
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Corporal
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Join Date: Jul 2007
Location: New Castle, Delaware
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Re: NEW MOD: Better Independents
Quote:
Edi said:
All right, people update. The last one was screwed up and it disabled a lot of units it was not meant to. The mod has been renamed, because "Better Independents" is a far more accurate description than "No independents". ........
Each mod has its own banner and this approach will allow everyone who wants to use them to pick whichever one suits them best. If you play an astral heavy nation and worry about enslave mind bankrupting you, use the resource version. If that's not a concern, you can pick the gold one or if you really want to make sure, pick the plain Better Indies, it has both gold and resources. ...........
This mod is also not likely to get any foreseeable further updates, since my limited time does not allow me to waste any more effort on it that could be better spent on the bug list, the DB, the FAQ, my studies and other pursuits.
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Edi you must constantly be working yourself to exhaustion trying make improvements as well as tweaking out minor (bugs) to reach god-like game perfection. You also seem to have a personal desire to create this mod for those who hire alien nation mages to diversify their magic base while also making the independents better. A noble cause for those who use this strategy.
Using the game's present Conjuring, Enchanting, Construction, Special site searches, as well as God design points is another (more) challenging strategy for diversifying your magic. In addition to addressing Indies, there is this second and maybe the more important point of Sombre's NI-Map approach.
Both mod approaches add to the diversity of the game and I will have to play all of them also. Dominions-3 is hundreds of game(s) variations coming out of one game box. How much more can I say!
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