|
|
|
 |

December 11th, 2007, 02:44 PM
|
 |
Colonel
|
|
Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
|
|
Re: Mod idea and a request
It also might be very possible that #spreaddom doesn't work for troops, many, many commands don't work on troops (auto-summons for example) althought they "could" do so.
Why not take the easy way and make all recruitable dwarf commanders heretics?
Spell-modding isn't that tough exactly, as long as you don't try to create something "new". Just stick to making summoning, combat evocations and buff spells if you want to retain your sanity.
__________________
I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
|

December 11th, 2007, 04:27 PM
|
 |
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: Mod idea and a request
EDIT: D'oh! No, the juggernaut is not a commander and it spreads dominion. So spreaddom does work for troops. Never tried a negative number. Negative spreaddom on a troop would instantly reduce the dominion in a province to 0 if you had a reasonable number of troops, however.
If you copy the stats off of one of the Pythium heretics, you'll get their dominion cancellation, which is somewhat milder, but still quite severe to put on a non-commander.
What do you want your custom spells to *do*? If it's just summoning, that's quite straightforward.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|

December 11th, 2007, 05:26 PM
|
 |
Sergeant
|
|
Join Date: Feb 2007
Location: Northern VA, USA
Posts: 321
Thanks: 51
Thanked 28 Times in 20 Posts
|
|
Re: Mod idea and a request
I only want the dwarven commanders (specifically the smiths) to reduce dominion. Once I get the trick down, I might expand it to other commanders ... but I doubt I'd have regular troops do it! I agree that such a thing could get extreme in a hurry, especially on recruitable troops.
(Yes, Juggernauts spread dominion ... but they're a very high-end summon.)
I suppose I could copystat the Pythium heretic, but then I'd lose the darkvision that I got by copystatting the "vanilla" dwarven smith. Hmmm ... decisions, decisions.
On the subject of spells: My main goal is to create a bunch of nation-specific summons, which seems like it should be pretty easy. However, I was also thinking about some battlefield spells. For example, I'd like to mod a "crystal healing" spell, an upgraded version of Blade Wind, and a "Crystal Soldiers" troop buff.
I think I might be able to puzzle out some of these on my own. Let me give it a shot, and I'll let you know if I can't get anywhere.
Since y'all are in such a helpful mood, let me fire off another question: How could I mod a site to allow free scrying? I know there's already a site that does it, so it should be possible. But is it moddable? It would be very cool to have the Crystal College serve as a scrying site....
|

December 11th, 2007, 05:31 PM
|
 |
Major General
|
|
Join Date: Feb 2005
Location: Lake of Hali, Aldebaran, OH
Posts: 2,474
Thanks: 51
Thanked 67 Times in 27 Posts
|
|
Re: Mod idea and a request
It is not currently moddable.
You could take one of the (non-unique) existing scry sites, and put it in their capital, if you wished.
__________________
If you read his speech at Rice, all his arguments for going to the moon work equally well as arguments for blowing up the moon, sending cloned dinosaurs into space, or constructing a towering *****-shaped obelisk on Mars. --Randall Munroe
|

December 11th, 2007, 05:45 PM
|
 |
Sergeant
|
|
Join Date: Feb 2007
Location: Northern VA, USA
Posts: 321
Thanks: 51
Thanked 28 Times in 20 Posts
|
|
Re: Mod idea and a request
Okay, thanks for the quick response. I'll do that.
|

December 13th, 2007, 04:57 PM
|
 |
Sergeant
|
|
Join Date: Feb 2007
Location: Northern VA, USA
Posts: 321
Thanks: 51
Thanked 28 Times in 20 Posts
|
|
Re: Mod idea and a request
So, here's my first sprite ever. Behold the "stock" dwarven warrior:

Once I'm happy with him (and I'm not happy with him right now), I'll use him as the template for the rest of the dwarven warriors of Crystaldeep. The way I figure it, all of my dwarves (except the smiths) use some variant of Mining Axe + Tower Shield, so they should all look similar. A few color variations, some added embellishments here and there, and ... presto!
I'm done with all of the recruitable commanders and units, one custom pretender, and a handful of summoning spells. I've attached a preview of the mod, if anyone's curious.
Still to do:
* Graphics. Lots of graphics. I've only made one set of sprites so far, and I need to do a lot more.
* A few more spells: another summon, an evocation, and a healing spell.
* Heroes!
* (most important) Playtesting!
On that last step ... I'm not fussed about making Crystaldeep perfectly-balanced with the vanilla Dom3 nations. Personally, I'm not sure that all of the vanilla Dom3 nations are balanced with each other. Still, I don't want Crystaldeep to be too far out of whack. Mainly, though, my playtesting will be focussed on simply making the nation play as I envisioned it.
I'll do a more formal post when I'm actually finished with the first version of the mod.  Comments welcome!
|

December 13th, 2007, 07:25 PM
|
 |
General
|
|
Join Date: Aug 2003
Location: Sweden
Posts: 4,463
Thanks: 25
Thanked 92 Times in 43 Posts
|
|
Re: Mod idea and a request
> Personally, I'm not sure that all of the vanilla Dom3 nations are balanced with each other.
Of course they are not 
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|