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

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  #471  
Old January 28th, 2009, 04:41 PM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.76 - lets go MP

hmm seems much better now, haven't done much testing but the map loads.

The way I made the space provinces in the boxes does mean you have to be carefull when clicking those. (the dot is on one side of the planet so clicking on the wrong side of the planet means you'll get another one)

I'm thinking that maybe the spacekraken provinces are a bit strongish btw.. maybe less small kraken woudl be better.. (goes for my old map too) what do you all think.

3 spaceeel might be a lil tough too...
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
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New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #472  
Old January 28th, 2009, 05:57 PM

rdonj rdonj is offline
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Default Re: Dominions 3000 v0.76 - lets go MP

You know what, you're right, I had to convert the image to be able to work on it and I probably should have sent you that version of the picture. If you have it working properly though that is good. I most certainly didn't set all provinces to no start, all the major planets should have 1 no start location on it where I didn't add any map commands.

I agree, space kraken provinces can be pretty strong. They're still not as strong as space eels though, even in what seems like obscene numbers. I think most of my space kraken provinces are actually a bit lighter on numbers than some of the solar system map's provinces, though there are one or two with ~30... :P 3 space eels is definitely pretty strong, but again, there are one or two provinces in the other map with that many space eels. That said, I don't terribly mind reductions in quantity to those. Especially if they happen to be right next to a planet, I wasn't very careful in the end about just what I put where.

Have you found any of the special commanders yet?
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  #473  
Old January 28th, 2009, 07:05 PM

rdonj rdonj is offline
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Default Re: Dominions 3000 v0.76 - lets go MP

Darkwind: I may consider doing it if it's straightforward and easy-seeming. But I'm betting it would be painful. If we use a different set for each terrain type... ugh! Then I would have to go and figure out what all terrain all the provinces are before I went in to set them.
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  #474  
Old January 30th, 2009, 12:00 AM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.76 - lets go MP

nah it won't be like that.. we'll make a few backgrounds for each space province and start with randomly putting those on all forests, which are easily identified.

You could probably start with just copy pasting #skybox etcetc space1.tga
in all forest provinces, and then just randomly cahnge those one is 2 or 3 or let them remain.

For land provinces there is no immediate need to change anything but I guess if we can change colors a bit we might give fitting colors to each planet (since I gave each planet a nice color already on the map )

other stuff we might do is get backgrounds with a large castle or futuristic city or something for cap provinces. Or something for your specially modded provinces.

Anyway spaceeel and spacekraken are like that on my map, I know that since I did that myself, but that isn't holy.. I still think we should do 2 space eel max unless it's a very far off special province and kraken maybe 1-2 ancient and 10 normal ones? But I don't know where those powerfull forces are on the map really. Space eels where really meant to be SC killers with their nasty attack, anti SC pretenders taking everything in sight

I've edited (removed the light grey line) from the probe droid too btw it annoyed me.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #475  
Old January 30th, 2009, 01:04 AM

rdonj rdonj is offline
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Default Re: Dominions 3000 v0.76 - lets go MP

Krakens aren't really a big deal imo. They can be hardish to kill in massive numbers, but each ancient kraken is about as durable as 10 normal krakens. They also don't tend to kill huge numbers of units. Neoclidia for example can take 20+ krakens and lose no more than 2 units. Really 10 krakens isn't that much, but probably much more than 20 krakens is pushing it in some cases.

Space eels are a different matter. If you can't kill them in a few turns they can rout your whole army, kill commanders and generally make a mess of things. I was able to kill a 3 eel province today with the orcs with just a mix of shooters and choppers, taking 7 losses. Of course, I had 120 orcs spread out across 2 or 3 leaders.... Space eels are more of SC killers, but if you get unlucky a rout of your army can result in huge losses. And eels have an annoying habit of preying on commanders.

The way you're talking about skyboxes doesn't sound too bad. It would still be a bit of a hassle since province numbers aren't always connected but especially if it was phased in over time shouldn't be a big deal. But for what you're talking about I have sufficient documentation that it would just be double-checking against the province numbers. I wish I'd had the foresight to have checked province numbers of space near planets... grumble.

So when are we starting the mp game again?
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  #476  
Old January 30th, 2009, 05:36 AM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.76 - lets go MP

no need to check against province number.. you can already see which province are forest by the code it has. It's just pasting it with the right provinces. And an error won't destroy the game it'll just give a province a wrong back ground.. purely cosmetical really so not that much of a big deal. I'll ask if the patch will be out soonish.. if it's long I'll release 0.8 soon, else I'll wait and make a 1.00 with the new map and the old one. I'll make a new thread too for it I think since all our discussion here is pretty long and not important for pplz just wanting to play it and might make it get some new viewers.
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Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #477  
Old January 31st, 2009, 07:26 PM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.76 - lets go MP

a new hire bounty hunters spell.. hire 3 renegade Jomon battlesuit warriors with upgraded weapons and some magic. They are meant to be good for killing SC... probably need to be kitted out though but would probably be nice SC chassis.

one has new sprites (similar to existing ones though) the others have recolored sprites.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
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  #478  
Old January 31st, 2009, 07:39 PM

rdonj rdonj is offline
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Default Re: Dominions 3000 v0.76 - lets go MP

Cool
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  #479  
Old February 1st, 2009, 04:02 PM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.76 - lets go MP

ow and a new poptype snowbeast with snowbeasts and snowbeasts alpha's they are wait I'll post

#newmonster 2737
#forestsurvival #spr1 "./dominions 3000/2737_Ice_Beast_1.tga"
#spr2 "./dominions 3000/2737_Ice_Beast_2.tga"
#name "Ice Beast"
#descr "Some planets are inhabited by ferocious Ice Beasts of great strenght."
#hp 25
#size 3
#prot 7
#mor 12
#mr 11
#enc 3
#str 20
#att 12
#def 9
#prec 7
#mapmove 2
#ap 20
#weapon "Claws"
#weapon "Claws"
#cold 3
#berserk 3
#coldres 100
#gcost 50
#rcost 5
#maxage 70
#forestshape 2738
#end

with the alhpas being just a lil stronger
regular claws aren't AP so they shouldn't be that strong.
Maybe you could put them in 2-3 provinces..

they are pop type 26 and have number 2737 and 2739 for the alpha's
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.

Last edited by Aezeal; February 1st, 2009 at 04:15 PM..
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  #480  
Old February 1st, 2009, 04:02 PM

Aezeal Aezeal is offline
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Default Re: Dominions 3000 v0.76 - lets go MP

In space they are all barges like most other monsters, the alpha's too.
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
Reply With Quote
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