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December 6th, 2008, 12:54 PM
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Lieutenant General
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
Ow and plz give me a few more post like darkwinds last one (all bugs I've left in the game) so I can try to get a new version with all bug fixes 
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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December 7th, 2008, 02:39 PM
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General
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
Ork heroes who venture into space still retain their spaceship form when they come back to land.
Also, the space forms of the commonwealth have the same problem that the dragon sprite did where it creates a massive black background for the units.
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December 7th, 2008, 03:25 PM
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Lieutenant General
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
hmmm that is annoying.. I don't really know where that alpha channel comes from, but I should be able to remove it pretty easily. The Orkhero thingie should be easily adjusted, maybe I've already adjusted it when I changed the other forms though but I'll look into it when I'm making adjustments again.
Keep this coming if we want to play a MP game we'd better get most annoying bugs out of the game or we'll be forced to stop it too soon. Major balancing problems can be mentioned too.
Rdonj would you be interested in a MP game for dom3K too?
Any others that would like to join in.. if all nations could be played that would be ideal  . I'm most interested in getting the newer nations played though since the first ones have been played more than the others already I guess. Dragons has been tested on it's own so probably needs less testing too.. maybe balancing for this setting but I'd prefer to keep the nation identical in dom3 and dom 3K (easier for me to keep track of changes) it will probably mean they are a bit overpowered in vanilla and relatively weaker in dom3k (no shields might be too much too, in that case I'll give them some sort of lifeforcebioshielding i guess but I'd rather not go there.) The fact they can fly and have decent armour should eliminate that problem somewhat.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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December 7th, 2008, 03:54 PM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
Posts: 438
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
Gandalf has already discovered that a mod can be altered on the fly in a game, if I remember. So no worries about stopping it, unless a fatal error comes up.
Still though, probably a good idea to get as many bugs done for as soon as possible.
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December 7th, 2008, 03:59 PM
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General
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Join Date: Oct 2007
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
I already tossed my hat in, with a preference towards orcs.
Btw it might be a good idea to give the commonwealth some ap melee weapons, they have an awful lot of melee units to have just normal attacks, which are a bit weak in d3k.
Dragons could be hard to balance so they work in normal dominions and d3k with the same version. If the dragons were like they were before the big nerfs I'd say they probably could cut it, as is I am not sure. Actually, I think the dragons have somewhat low armor for the mod.
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December 7th, 2008, 05:07 PM
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Join Date: Oct 2007
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
Btw I'm not sure that ork heroes in spaceship form domsummon like normal ones. Of course, this would matter a lot less if they were able to change back like they're supposed to.
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December 7th, 2008, 06:08 PM
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General
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Join Date: Oct 2007
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
Just checking, is orc pd supposed to be alien pirate scouts?
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December 7th, 2008, 07:53 PM
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Lieutenant General
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Join Date: Sep 2007
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
they are not supposed to domsummon except for 1 or 2 (the captain type, who is a summons himself) and the PD shouldn't be alien pirate scouts ti should be orcs  .
To day some RL issues turned up so I'll see when I get around to changing all things mentioned but keep them coming.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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December 10th, 2008, 03:19 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
ok till the weekend for collection of other stuff needing to be changed.
Then I'll post a new version and after that I hope some one can play it a bit. If there are no major flaws I hope to set up a small game.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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December 11th, 2008, 12:15 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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Re: Dominions 3000 v0.65 6 races total now.. Commonwealth latest addition
In case you've forgotten the orc mages still don't get any magic/research. Not that I care too much, I was planning on completely ignoring it for the game, but if they got researchers worth buying I might reconsider.
In terms of balance, I would probably consider the galactic empire of ulm the most balanced (of course, I spent by far the most time playing them...). Then R'lyeh, then probably the commonwealth (amazing shields prevent most ranged damage, but they're relatively bad in melee against other factions)... after that it gets a bit hazy, bugs are terrible in space (i.e. most of the map) but pretty devastating on the ground. Orcs are probably next to impossible to kill but low morale and supply issues really hurt them when it comes to taking out others. And then Jomon... Jomon is pretty much the game's super power, I think, but they're not good at sieging and are probably killable by R'lyeh. I wouldn't want to be anyone else and have to kill them by myself though. Hopefully the nerf to the oni is sufficient to keep them from powering through things like they can now.
Btw I don't recall for sure but I think the dai oni has one of those alpha channel issues as well.
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