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  #21  
Old August 29th, 2007, 10:29 AM

Evilhomer Evilhomer is offline
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Default Re: New Mod game: Amoscalypse Now

yeah give me Theran Empire, Horror scourge.
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  #22  
Old August 29th, 2007, 11:32 AM

Wikd Thots Wikd Thots is offline
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Default Re: New Mod game: Amoscalypse Now

Quote:
Sombre said:
You'll need to link to it then.
Oh yeah. Sorry.
Quote:

Requirements: The mod nation should be finished and playable, and be some effort at modding. No shabby last-minute mod nation you just throw out right now to win this game..
Many years ago, reportedly before the atlantis enslavement project, frail starspawns assassinate their opponent in they dream, driven their enemy out by the noctambulism phantasmatic army. Unseen conquerors shocked entire world, solons resultant their force to cut off the arcane passage, which created by R'lyeh elder, linking to the dreamworld, and strike R'lyeh empire in the real realm at the same time. After the great war, R'lyeh been sealed in the hadal deepwater, fallin a lengthy sleep and bide their's time...
http://ulm.illwinter.com/dom2/falsedawn.zip
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  #23  
Old August 29th, 2007, 12:07 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: New Mod game: Amoscalypse Now

Quote:
Wikd Thots said:
Quote:
Gandalf Parker said:
It could be alot of fun playing the mods against each other.
Maybe the Trolls mod, or False Dawn.
HAHAHAHA
You old hacker you! It took me some trying to find these. Do the rest of them work also? The devils mod would be fun.

I claim Rlyeh: False Dawn
Only a couple work. And not always the way they were meant to.

In the early days of beta testing it seemed logical to first try out all the Dom2 maps and mods since there werent any yet for Dom3. I was more interested in the maps. I think I remember that most of the nation mods failed with "no holiness" or "bad unit number". Probably fixable by some mod person
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  #24  
Old August 29th, 2007, 12:26 PM

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Default Re: New Mod game: Amoscalypse Now

That description for the False Dawn is completely incomprehensible!
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  #25  
Old August 29th, 2007, 12:44 PM

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Default Re: New Mod game: Amoscalypse Now

If that's a dom2 mod (sort of looks like it is) then you'll need to get it working with dom3 before it can be used in this game.

I'm not sure we're allowing UW nations either, by the way. But that's up to lch.

I just looked in the zip for False Dawn and damn that shiny silver sphere icon is used for a lot of flags. I haven't tested it but the mod kinda seems thrown together.
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  #26  
Old August 29th, 2007, 01:27 PM

Wikd Thots Wikd Thots is offline
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Default Re: New Mod game: Amoscalypse Now

Thats why I called G an old hacker. Finding a surprise like that.

I was going by Lch post. It looked like he chose NOT to say "only on the approved mod list" so we could find some surprises that you didn't know about. But if you want us to use Amos AI mods then I will start looking at those.
I withdraw my False Dawn choice
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  #27  
Old August 29th, 2007, 01:58 PM

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Default Re: New Mod game: Amoscalypse Now

There is no 'approved mod list'. The mod list was/is just a list of the mods in the Mods and Maps subforum. I tried to keep my personal bias out of it.

Amos' nations aren't AI nations. An AI nation would be designed specifically for the AI, like the AI Mictlan I made. Amos' nations just don't use Dom3 vanilla balance.

I think it was implied that you had to pick a dom3 mod (or at least one that actually work with dom3). If it's a dom2 mod that doesn't work with dom3 you might as well be claiming Counter Strike, Rome: Total Realism or Action Quake as your nation.

Feel free to find mods I know nothing about, as long as they work (properly) in dom3.
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  #28  
Old August 29th, 2007, 03:50 PM
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Default Re: New Mod game: Amoscalypse Now

The Dom2 mods of False Dawn and Trolls do work in Dom3
The others would need some small fixing if I remember right
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  #29  
Old August 29th, 2007, 04:11 PM
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Default Re: New Mod game: Amoscalypse Now

I guess we have enough players now, drafting is closed.

I certainly don't disallow water nations, it's just that there are not many UW mod nations. Amos mods are not mandatory, too, but there are lots of them and they are what this game is about: Mod nations that are too powerful for base game.

About False Dawn, I haven't played them, but I think that with them you'll be no match against the heavy guns that the others will have. And I'll just rule you out by saying that this is not what I'd call a great effort at modding (sorry, void) considering this seems to be a very first mod of somebody and it doesn't have any new graphics. Not that it would need them to be good, but this game should play differently, you should see foes you haven't seen before.
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  #30  
Old August 29th, 2007, 04:18 PM

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Default Re: New Mod game: Amoscalypse Now

If they work as dom3 mods, you can pick them. Test them before to make sure though.

'Trollheim' is a predecessor of Vaettiheim SE and a very simple mod. I guess it's complete enough to count as a nation mod though, if anyone wants to use it. I can tell you it would get utterly crushed in this game.

Edit: Looks like lch has spoken. Trollheim and False Dawn don't make the cut.
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