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  #1  
Old May 12th, 2009, 02:33 PM
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Default Re: Enhanced Gameplay Mod [project]

Quote:
Originally Posted by Zeldor View Post
I want a mod for a people that are bored with many late-game aspects, nations blending into the same mix of summons and only same things used.

Then can I ask for more national summons, rather than adding more generic summons for various paths of magic.
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  #2  
Old May 12th, 2009, 03:17 PM

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Default Re: Enhanced Gameplay Mod [project]

Quote:
Originally Posted by Zeldor
- tartarians: the really bad thing about them is how insane paths you can get from them, like lvl7 without boosters! and they make late game really boring, all that wishign for chalice, casting GoH, GoRing, then trapezeing A2E3 tarts or using them as heavy spellcasters. You no longer have your nation. You have tartarians backed by your mages [usually just making gear for them or assisting as minor casters in battles].

- fetishes: they are micro, way more micro than clams, they are the definition of what should never exist in MP game, they are cool in limited quantities, not when you have tens of them

- llama's thug mod: sure, I will take a look

- joining mods: I wanted to use llama's tool from the beginning, that's why it is called a mod pack

- changed balanced because of some stuff removed - some things could be controversial, maybe QM will get convinced to create more radical version of CBM with real balance things, that didn't get through, if not, I may do smth like that for next version, boosting some weaker nations and nerfing clearly overpowered [so mainly ones with recruitable SCs]

I want a mod for a people that are bored with many late-game aspects, nations blending into the same mix of summons and only same things used. There are way too many games ending in draws or with people disappearing because they no longer want to handle all that late game mess.
I agree to most points, but I think removing them would unbalance the game even more.
...

Quote:
Originally Posted by Burnsaber
Nah. You just run into the first sign of "brokeness", the "warping". the term originates from MtG, very powerful effects warp the game, creating this sort of hypothetical vortex that sucks all other stragedies into them. The gem generators have been rampant for too long, now people just can't imagine anything else to do. Seriously, there is a lot do with machaka other than fetishes, I'm just getting trounced by meglobob's machaka in Cripple_Fight and I'm playing Vanheim! I have freaking skinshifters, blade winds and thunderstrikes!
...
I'm not that experience but it doesn't look like the strongest nations (Hinnom, Niefel, Caelum, Formoria for EA, Pangea for MA, Ermor for LA) can use them. Sauro and Pythium can iirc, but they are very strong overall afaik. LA R'lyeh can too but they had a big nerf.

So if gem generators are so strong that you will want to use them, and only weaker nations can forge them en masse, you are now removing the strongest strategy those nations have...

If I'm wrong and everyone just forges them with indie mages then why not just change the boosters/indies so that they cannot forge them?
Then you'd either take a nation who can or pay for a god who can.

Micro could be cut down a lot if instead of forging them you would summon them as creatures. Just CTRL-M once.
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Old May 12th, 2009, 01:00 PM

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Default Re: Enhanced Gameplay Mod [project]

O I can imagine the insanity, and I agree that on balance it and similar sites warp the gameplay. I'm just expressing my love for it at this particular juncture.
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Old May 12th, 2009, 02:45 PM

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Default Re: Enhanced Gameplay Mod [project]

If it was so easy... I'd really like to see some more national summons, but making them is another story. If there was someone willing to do graphics, I could work on smth [with Burnsaber and Zlefin maybe ].
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Old May 12th, 2009, 04:57 PM

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Default Re: Enhanced Gameplay Mod [project]

My thug mod does not yet exist. Actually it's about 90% done, but I'm completely paralyzed by my thesis. In a month or two it will be out.
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  #6  
Old May 13th, 2009, 05:47 AM
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Default Re: Enhanced Gameplay Mod [project]

I'll just shamelessly advertise:

Unsanity, an MP game I've just posted, is using a bunch of the mods under discussion here. If Zeldor's mod idea interests you, the game might be worth a look.
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Old May 13th, 2009, 06:08 AM

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Default Re: Enhanced Gameplay Mod [project]

Illuminated One:

Clam hoarding should never be a strategy. There are games that go really insane with that. When you find const discount site you can even empower mages to make clams. I know a situation when one player had almost 200 clams and was wishing for gems to make even more clams per turn. And you have turtling, turtling and hidden gem income, requirings lots of micro. You could use W and N gems for some normal stuff now. And don't be afraid of some Armageddon spam or Seraph hordes.
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Old May 13th, 2009, 06:12 AM

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Default Re: Enhanced Gameplay Mod [project]

const12 items that could be used are:

Crown of Katafagus
Crown of Ptah
Greenstone Armor
Hammer of the Cyclops
Precious
Robe of Sorceress
Shortsword
Sun Armor
Sun Helmet
Sun Shield
Sun Sword
The Admiral's Sword
Vial of Frozen Tears

Descriptions here:
http://dom3.servegame.com/wiki/Categ...ble_magic_item
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Old May 13th, 2009, 04:18 PM

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Default Re: Enhanced Gameplay Mod [project]

Quote:
Originally Posted by Zeldor
Clam hoarding should never be a strategy. There are games that go really insane with that. When you find const discount site you can even empower mages to make clams. I know a situation when one player had almost 200 clams and was wishing for gems to make even more clams per turn. And you have turtling, turtling and hidden gem income, requirings lots of micro. You could use W and N gems for some normal stuff now. And don't be afraid of some Armageddon spam or Seraph hordes.
Why shouldn't it be a strategy?
Strengthening your economy is certainly a strategy, working towards a powerful global (Arcane Nexus, Darkness, etc.) also. In my opinion dom3 puts to little emphasis on these matters.
Let's leave the sites out (and conquering everyone with +50% conjuration or blood bonus is certainly more unfair than clamming with 20% construction bonus) - 40 gems for two pearls is a fair price. How much gems do you spend to take a province with more than two gems income?
If the secret income or surprise effect is an issue, than that is a fault of the players imo. I always try to have the best knowledge of what everyone else can do and if I think someone is clamming or heading for utterdark I won't just ignore it. If I never see a water gem on the field from a nation with supposedly good water income, or notice that D9 bless, or that the Sceptre of Dark Regency is gone I have the chance to prepare. A much bigger chance than fending of that turn 5 niefel rush btw.
...
(I've never been on the receiving side of this, so I might underestimate their power, but just declaring them as unfair/invalid strategies goes much to far.)

Sorry, for the rant. I guess if I don't like the mod I don't have the use it, but I'd sure like something that reduces micro and don't want the game to be just decided when someone picks Hinnom.
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Old May 14th, 2009, 02:28 AM
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Default Re: Enhanced Gameplay Mod [project]

Quote:
Originally Posted by Zeldor View Post
const12 items that could be used are:

Crown of Katafagus
Crown of Ptah
Greenstone Armor
Hammer of the Cyclops
Precious
Robe of Sorceress
Shortsword
Sun Armor
Sun Helmet
Sun Shield
Sun Sword
The Admiral's Sword
Vial of Frozen Tears

Descriptions here:
http://dom3.servegame.com/wiki/Categ...ble_magic_item
About these items in general, most seem like artifact power levels, but IMHO, there probably is enough benefit in reaching con8 first already. But this a good chance some to "fix" some less atractive path combinations. Fire/Air for example, has no forgeable items. Since we are also removing some items (the gem producers), we could use these to let those path combos have something to forge.

Crown of Katafagus - Clearly an artifact, could be a con6 thought. It's just a skull helmet on steroids.

Crown of Ptah - Now, this is intersting. Artifact? It's not *that* good thought so perhaps the pathcost could be like D4F3?

Greenstone Armor - This is just useless piece of poop. It has only slightly better protection than normal armor but encumberance 6! freaking 6! Only enc 0 units can use it then.. suggest you completely scrap the thing by modding the "Greenstone Armor" armor. It could be the "summit" of armors, something just so well made that it works like charm. The color is intresting though, perhaps this could ne N/W item to replace Clam?

Hammer of the Cyclops - Do we really need another artifact-level uber hammer? This probably could just stay con12.

Precious - Hmm.. I'd probably make it con6. By changing the description a bit, you probably could have this as F1N1 item to replace Fetish.

Robe of the Sorceress - Sorcery paths are pretty easy to boost already. Could be a semi-nice artifact thought. Blood/Earth artifact to replace blood stones?

Shortsword - This is an very interesting item. Good for human nations to leverage against Giants, should be low path cost and con cost to be easily accessible. Perhaps E1A1 con4?

About the "sun" gear. I think that one of these could be the F/A item (not all of them thought, that would be just nuts)

Sun Armor - Encumberance 5? It would be just another item only good on those already popular thugs with enc 0.

Sun Helmet - Wow. This is pretty damn good helmet. Should be an artifact most likely.

Sun Shield - Not that intresting. More like a Shield of Gleaming Gold with some bonuses. Probably only item that could be easily forgeablr from the sun gear

Sun Sword - Hmm.. This is intresting. The berserking is a real downer and balances this thing (no buffs, vulnerability to 50 turn limit, extra fatigue..). I think that this could be a intresting con6 F/A item. F3A1 perhaps?

Admiral's Sword - This is intresting too. The weapon is pretty good (12ap dam, att5, def2, len2, curses), could be a different piece of thug gear (not all those brands all the freaking time), not sure about what paths it should be and what cost.

Vial of Frozen Tears - This could only be an artifact, but do we really even need *more* death boosters? It's quite the boost-tastic path already.

Quote:
Originally Posted by Gregstrom View Post
Then can I ask for more national summons, rather than adding more generic summons for various paths of magic.
Well, that is a bit more difficult than it seems. Even if we had the graphics we only have 136 spell slots left. Since modded spells can only be restricted to one nation this means that should I make a modded summon for Arco, I'd need to make three versions of it (one for each era) even if they are identical.

Thus, just creating two summons for each nation is simply impossible, just because of the spell limit (Which is already tight because of CPCS + Holy War).

But, luckily this isn't CBM. We can take stuff away from base game. There are some pretty rebundant spells ('Freezing Touch', anyone?) in the game. By writing over those, we could add some more spells.

Quote:
Originally Posted by Zeldor View Post
If it was so easy... I'd really like to see some more national summons, but making them is another story. If there was someone willing to do graphics, I could work on smth [with Burnsaber and Zlefin maybe ].
I could perhaps be intrested in making summons. But we probably should save these for the nations which are clearly troubled.

About the graphics, there are ways over this. Since the mod will likely use nearly all spell-slots, it won't be compactible with modded nations. This means that we could use graphics straight out from already excisting mod nations without any possible confusion. You want to boost man*? How about we just give them a summon for some Eriu/ Tir' na' Og mage to diversify paths? No need for new graphic or even a new unit!

If people would just pick up on my "mod spritedump" - project, using mod graphics would just be a lot easier.

Quote:
Originally Posted by Zeldor View Post
- changed balanced because of some stuff removed - some things could be controversial, maybe QM will get convinced to create more radical version of CBM with real balance things, that didn't get through, if not, I may do smth like that for next version, boosting some weaker nations and nerfing clearly overpowered [so mainly ones with recruitable SCs]
Holy crap! This is so awesome! There just are some nations can not be reedemed by changing the stuff the stuff they have. Let's take EA Oceania for example. They simply own everything underwater but cannot be taken seriously above water. It's kind of quirky balance and does not make for a intresting nation, I've never seen anyone willingly play them.

But do you know what is the last nail in the coffin? EA Oceania can only recruit turtle infantry & turtle chief in land castles.

Let that sink in for a while. No mages, not even stinky priests above water. Just indy-level light infantry. It's just so sad that you can't help but to laugh.

My solution: I'd give them non-amphibious human troops. Some primitive human tribes that are slighlty based on the tribal people on philippines which have made an alliance with the tritons. I have a nice book of myth lore in my house, I'll check on pacific tribal myths for some cool summon ideas. As a balancing measure, some troops could be made less ridicilious underwater (I'm looking at you, Knight of the Deep!)

Quote:
Originally Posted by Zeldor View Post
I want a mod for a people that are bored with many late-game aspects, nations blending into the same mix of summons and only same things used. There are way too many games ending in draws or with people disappearing because they no longer want to handle all that late game mess.
Amen to that.

Althought it seems that some people don't really understand the consequenses of playing with a map with over 15 provinces per player and over 12 players. IMHO, I prefer games with <11 players.

Quote:
Originally Posted by Illuminated One View Post
Why shouldn't it be a strategy?
Strengthening your economy is certainly a strategy, working towards a powerful global (Arcane Nexus, Darkness, etc.) also. In my opinion dom3 puts to little emphasis on these matters.
Well, in my opinion dom3 is not a game about economy. That's why there are only 3 buildings. It is about pretenders samshing each others into the face. Clam spam + turtling does not make for an intresting game, since it removes interaction between players.

It also bugs me how far gem generators have gone from their orginal purpose (lessen the need to restock gems to marching army mages). They were meant for that, not to power your late-game into ridicilious levels. Whenever I clam, I feel like I'm abusing a bug or just exploiting in general. But perhaps that is just me.

Quote:
Originally Posted by Illuminated One View Post
Sorry, for the rant. I guess if I don't like the mod I don't have the use it, but I'd sure like something that reduces micro and don't want the game to be just decided when someone picks Hinnom.
Well, considering the range of changes this mod-pack will do, everyone will probably find something not to like about it. But try to not think about that one single chance, more about big picture.

* or perhaps just use the Ma man boost mod by that dude-whose-nick-I-can't-remember. Was it Xietor ot Tudjy?
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