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Posts Made By:
hEad
Forum:
Dominions 3: The Awakening
July 24th, 2009, 10:53 PM
Replies:
24
O.T Help sought from Java Programmers
Views:
4,759
Posted By
hEad
Re: O.T Help sought from Java Programmers
fook me Napty - a huge thanks for taking the time to have a look (and do) this - Im in your debt.
Looking over you work i realise how far i still need to go to understand programming. Time now to...
Forum:
Dominions 3: The Awakening
July 24th, 2009, 03:45 AM
Replies:
24
O.T Help sought from Java Programmers
Views:
4,759
Posted By
hEad
Re: O.T Help sought from Java Programmers
Unfortunately, it probably won't become apparent. The assignment you've been given is a terrible way to learn the "why" of OOP, since what you've been told to do is code a procedural style program...
Forum:
Dominions 3: The Awakening
July 24th, 2009, 03:05 AM
Replies:
24
O.T Help sought from Java Programmers
Views:
4,759
Posted By
hEad
Re: O.T Help sought from Java Programmers
I really want to that you all for your help. I am studying for my degree correspondence because I'm a small town country hick - up to this point I have found external studies suits me fine, but for...
Forum:
Dominions 3: The Awakening
July 23rd, 2009, 08:08 AM
Replies:
24
O.T Help sought from Java Programmers
Views:
4,759
Posted By
hEad
Re: O.T Help sought from Java Programmers
Sorely tempted...:D The thing i find with code is when you have an example to follow it makes sence. You can trace through it - work it out. I feel at present that i have gone from making simple...
Forum:
Dominions 3: The Awakening
July 23rd, 2009, 07:59 AM
Replies:
24
O.T Help sought from Java Programmers
Views:
4,759
Posted By
hEad
Re: O.T Help sought from Java Programmers
I honestly don't know what i want... I am just - stuck!
Is this a hard assignment? I feel that i have turned it into some insurmountable monster.
I think my problem is i just don't have a...
Forum:
Dominions 3: The Awakening
July 23rd, 2009, 06:32 AM
Replies:
24
O.T Help sought from Java Programmers
Views:
4,759
Posted By
hEad
O.T Help sought from Java Programmers
I have, for all my sins, taken a Java programming unit as an elective. Now don't get me wrong, programming is something I have always wanted to have a go at - but with my current abilities, this...
Forum:
Scenarios, Maps and Mods
July 16th, 2009, 09:30 PM
Replies:
14
Mod:
Survival - Now 1.11
Views:
5,779
Posted By
hEad
Re: Survival
I have no idea if you can edit the attachment in a previous post - If it is possible it sure as hell isn't obvious![/QUOTE]
You have to hit edit and then "go advanced".[/QUOTE]
:up:
Forum:
Scenarios, Maps and Mods
July 16th, 2009, 12:26 PM
Replies:
14
Mod:
Survival - Now 1.11
Views:
5,779
Posted By
hEad
Re: Survival
I have no idea if you can edit the attachment in a previous post - If it is possible it sure as hell isn't obvious!
Forum:
Scenarios, Maps and Mods
July 16th, 2009, 11:05 AM
Replies:
14
Mod:
Survival - Now 1.11
Views:
5,779
Posted By
hEad
Re: Survival
1.1 Update
-Fixed various typos.
-Added a recruitable home province only S1 mage. This should help get magic moving along a tad sooner. Before if you took an asleep pretender, it wasn’t...
Forum:
Scenarios, Maps and Mods
July 14th, 2009, 07:49 AM
Replies:
30
Balance Mod: Newest Nation - TC
Views:
7,009
Posted By
hEad
Re: Balance Mod No Generators
I like a good compensation, same as the next guy, so I'm looking forward to seeing what you pull out of the bag. :)
Forum:
Scenarios, Maps and Mods
July 14th, 2009, 03:19 AM
Replies:
8
Ireland Map
Views:
2,609
Posted By
hEad
Re: Ireland Map
Get to work!
Again, i like this style of map. If you can work out how to overlay some recognisable terrain indicators - you'll have a winner.
Forum:
Scenarios, Maps and Mods
July 14th, 2009, 03:16 AM
Replies:
30
Balance Mod: Newest Nation - TC
Views:
7,009
Posted By
hEad
Re: Balance Mod No Generators
I am not sure why there is even a problem with clams, stones etc? Why is there a beef with their inclusion in the game?
Forum:
Scenarios, Maps and Mods
July 14th, 2009, 02:16 AM
Replies:
14
Mod:
Survival - Now 1.11
Views:
5,779
Posted By
hEad
Re: Survival
Cheers mate!:up:
I intended to not even have a Priest nor a spy to start with. It seems that if you don't specify a couple of starters in a mod you are automatically asigned these guys. I though...
Forum:
Scenarios, Maps and Mods
July 13th, 2009, 10:53 AM
Replies:
8
Ireland Map
Views:
2,609
Posted By
hEad
Re: Ireland Map
Actually i quite like the clean look of this map but yes, it is a tad difficult to see some terrain types. Though on a nice small one like this, shouldn't take to long to work it out.
Have you...
Forum:
Scenarios, Maps and Mods
July 13th, 2009, 10:48 AM
Replies:
14
Mod:
Survival - Now 1.11
Views:
5,779
Posted By
hEad
Re: Survival
Indeed! I really enjoy the free form aspect of it - the ability to play with all the toys so to speak.
Forum:
Scenarios, Maps and Mods
July 13th, 2009, 09:16 AM
Replies:
8
Ireland Map
Views:
2,609
Posted By
hEad
Re: Ireland Map
That there is a nice map! :up: Now if only someone would do a world map like this! ;)
Forum:
Scenarios, Maps and Mods
July 13th, 2009, 09:08 AM
Replies:
30
Balance Mod: Newest Nation - TC
Views:
7,009
Posted By
hEad
Re: Balance Mod No Generators
Well it says nothing about the item then and every thing about national balance.
A couple of possible options to consider then:
1. Examine the nations that rely on gem gens and compensate...
Forum:
Scenarios, Maps and Mods
July 13th, 2009, 08:28 AM
Replies:
30
Balance Mod: Newest Nation - TC
Views:
7,009
Posted By
hEad
Re: Balance Mod No Generators
Bloodstones are the only thing that gives MA Agartha any viability - take them away and they are knackered.
Same with clams. No clams = no help for Marverni Competitiveness - Golems are the only...
Forum:
Scenarios, Maps and Mods
July 12th, 2009, 11:06 AM
Replies:
14
Mod:
Survival - Now 1.11
Views:
5,779
Posted By
hEad
Re: Survival
Thanks ak!
I just discovered that Smolder Ghost prophets can reanimate... An E9 bless with Black Plate and a Frost Brand and out the door he is a fearsome dude!
Forum:
Scenarios, Maps and Mods
July 12th, 2009, 03:36 AM
Replies:
2
Mod:
Mordor Nation- DM done, no sprites as of yet
Views:
3,337
Posted By
hEad
Re: Mordor Nation- DM done, no sprites :(
Check this post
http://forum.shrapnelgames.com/showthread.php?t=42737
and download the Organised Sprites file. It contains all the units in the game - very handy!
Forum:
Scenarios, Maps and Mods
July 12th, 2009, 03:19 AM
Replies:
14
Mod:
Survival - Now 1.11
Views:
5,779
Posted By
hEad
Survival - Now 1.11
Survival is a mod designed to challenge the player to create an empire with nothing more than a Pretender, 3 provinces and 7 of each gem type per turn.
The player is not given access to any...
Forum:
Scenarios, Maps and Mods
July 12th, 2009, 01:21 AM
Replies:
18
Mod:
Darker Side of Dom3: Skull Gui
Views:
8,093
Posted By
hEad
Re: Darker Side of Dom3: Skull Gui
The spikes are part of the map image. The base map image was created with the Age of Mythology editor and modified in GIMP. Foodstamp is correct. The latest version of AomOrc can be found here:
...
Forum:
Scenarios, Maps and Mods
July 11th, 2009, 01:51 PM
Replies:
18
Mod:
Darker Side of Dom3: Skull Gui
Views:
8,093
Posted By
hEad
Re: Darker Side of Dom3: Skull Gui
Looks real nice. :)
What map is that?
Forum:
Scenarios, Maps and Mods
July 11th, 2009, 03:34 AM
Replies:
9
Removing restricted nations tag from summons
Views:
2,077
Posted By
hEad
Re: Removing restricted nations tag from summons
You bloody champion. - the nail the hoof the mod! :)
A quirk however, it doesn't like being in the astral path. In fire however, it works a treat.
#selectitem 168
#name "Shroud of the Battle...
Forum:
Scenarios, Maps and Mods
July 11th, 2009, 02:51 AM
Replies:
9
Removing restricted nations tag from summons
Views:
2,077
Posted By
hEad
Re: Removing restricted nations tag from summons
er false alarm. Now it doesn't work - whats going on..
Showing results 1 to 25 of 228
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