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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old May 28th, 2007, 08:00 AM

Xietor Xietor is offline
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Default Re: Rate of feedback on nation mods

"I find it strange that the epic heroes mod gets so much buzz compared with all the other mods."

I am not a modder, and personally had no desire to create one, and likely will never do another. The reason I did Epic Heroes is because i like to roleplay and I wanted a hero to start the game with, to build up, and focus my efforts around.

Many people love the idea of a hero, which is why worthy heroes is so popular. Epic Heroes goes a step further, and allows a player to to have a set hero at the start.

The nation mods, no matter how good they are, suffer from the stigma of having to compete with tons of races included in the vanilla game already, plus dozens more modded.

Most people do not have time to play the races included in the base game, much less try the new ones. I certainly appreciate the nation mods, but I have had limited time to try them.

Mods that add options to the existing game, like worthy heroes, reduced old age, no independents, conceptual balance, etc. I think will always have a bit more buzz because they can be added as an option to the vanilla game.

And some people, actually many people, have favorite races they play over and over. They do not even try many of the base races that come with the game-much less modded races.

In sum, I think the modded races are awesome. But i think the feedback on those mods will, unfortunately, always have less interest than mods that add features to the existing game.
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  #2  
Old May 28th, 2007, 12:06 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: Rate of feedback on nation mods

Mine are mostly maps but I get really irritated to find out that one of my maps is broken and has been for many many months with no one telling me.
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Old May 28th, 2007, 12:30 PM

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Default Re: Rate of feedback on nation mods

To be fair Gandalf, the maps of yours that I have are HUUUUUUGE and it can be really hard to spot a bug in them.

Love your maps by the way.
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Old May 28th, 2007, 12:44 PM
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Default Re: Rate of feedback on nation mods

I have come to the same conclusion as Xietor. If you want to mod for the community it is better to do something other than nations. It is why I don't release nations anymore. The effort is not worth it in the long run because hardly anyone downloads the nations. Mods that affect the entire game seem to be, and will continue to be more popular.
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Old May 28th, 2007, 03:04 PM

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Default Re: Rate of feedback on nation mods

I at least intend to do what I can to encourage the use of mod nations in MP games - and having my own server now will help with that. I think so many of the mod nations coming out are so exciting, its well worth supporting them and taking an interest in them.
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  #6  
Old May 28th, 2007, 03:29 PM
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Default Re: Rate of feedback on nation mods

I think modded nations is for people who are tired of the game vanilla. Ive played this game almost daily for a year longer than most of the people here, and Im still not to that point.

But, instead of a balanced new nation Id much rather see some unbalanced built for great AI nations.
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Old May 30th, 2007, 03:47 AM
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Default Re: Rate of feedback on nation mods

I don't play too many nation mods because I've not even tried out all of the Dom2 ones yet, let alone the Dom3 nations. But the really wacky/cool mods I absolutely have to try, such as the insects one. I don't want to discourage anyone from making nation mods, though! They're pretty enjoyable, but I feel like I spend my time better learning the vanilla nations for multiplayer practice. The Epic Heroes mod and the Black Tome mods are neat because of their potential use in multiplayer. I'm also trying out global mods like the No Indies mod for increasing difficulty... it seems to work so far!
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