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December 28th, 2011, 10:47 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Any mod suggestions for a returning player
I love Amos modded nations.
One of the scenarios I wanted to do was "trapped between Heaven and Hell" with his all angels mod at the top of the map, and his infernal mod at the bottom. With lots of extra castles and sites. Then set them to march on each other. All players would be placed in between and probably have to cooperate to survive
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December 29th, 2011, 12:43 AM
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Colonel
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Join Date: Nov 2008
Posts: 1,735
Thanks: 272
Thanked 120 Times in 93 Posts
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Re: Any mod suggestions for a returning player
http://z7.invisionfree.com/Dom3mods/...?showtopic=583 the somethingawful mods (those users are called goons, so goonmods) are also interesting.
The ninjadebugger ones are more is more mods GP would like.
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December 29th, 2011, 12:48 PM
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Shrapnel Fanatic
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Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
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Re: Any mod suggestions for a returning player
Actually Ive been in SA for a long time, and spend lots of time in their IRC where the development discussions of ND's mods usually occur. But yes they are interesting
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December 29th, 2011, 02:35 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
Posts: 471
Thanks: 23
Thanked 28 Times in 16 Posts
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Re: Any mod suggestions for a returning player
For SP I'll recommend; Nosophoros - The Vampire Lords
[/shameless self-promotion]
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The Following User Says Thank You to Thilock_Dominus For This Useful Post:
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December 30th, 2011, 05:37 PM
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Second Lieutenant
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Join Date: Aug 2010
Posts: 546
Thanks: 100
Thanked 10 Times in 8 Posts
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Re: Any mod suggestions for a returning player
Quote:
Originally Posted by Thilock_Dominus
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Looks very nice! Will consider for my next game.
OK, I just know I'm gonna regret this, but there you say:
Err, new spells? Can a mod really add new spells? If so, within what limitations?
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December 31st, 2011, 02:35 AM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
Posts: 471
Thanks: 23
Thanked 28 Times in 16 Posts
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Re: Any mod suggestions for a returning player
Aye, you can add/mod spells.
If you download the mod manual, you can check out what can be change and added: http://download.shrapnelgames.com/do...ding_v327a.pdf
(page 22)
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The Following User Says Thank You to Thilock_Dominus For This Useful Post:
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December 31st, 2011, 07:39 AM
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National Security Advisor
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Join Date: Nov 2006
Location: Oxford, UK
Posts: 5,921
Thanks: 194
Thanked 855 Times in 291 Posts
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Re: Any mod suggestions for a returning player
Conceptual Balance adds lots of new spells.
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December 31st, 2011, 03:54 PM
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Second Lieutenant
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Join Date: Aug 2010
Posts: 546
Thanks: 100
Thanked 10 Times in 8 Posts
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Re: Any mod suggestions for a returning player
Well, thank you, I nad assumed spells were "hard-coded" and couldn't be added.
I had a brief peruse of the modding pdf. 2 pages for spell modding. The range of things tnat can be done from there doesn't seem to cover what can be done by the in-builts, e.g. there's just tables of how much cost & how much damage. Surely most/many in-builts are not "doable" from modding? [Edit: Or, perhaps, existing ones are doable, but you cannot introduce a brand new "effect"?]
P.S.
Happy New Year to all in this great community!
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December 31st, 2011, 04:12 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Denmark
Posts: 471
Thanks: 23
Thanked 28 Times in 16 Posts
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Re: Any mod suggestions for a returning player
Quote:
Originally Posted by JonBrave
Well, thank you, I nad assumed spells were "hard-coded" and couldn't be added.
I had a brief peruse of the modding pdf. 2 pages for spell modding. The range of things tnat can be done from there doesn't seem to cover what can be done by the in-builts, e.g. there's just tables of how much cost & how much damage. Surely most/many in-builts are not "doable" from modding? [Edit: Or, perhaps, existing ones are doable, but you cannot introduce a brand new "effect"?]
P.S.
Happy New Year to all in this great community!
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You can only use the already existing effects'n'stuff and mix them or change them.
There's a community file that's a lot more extensive than the official modding file. (Can't remember where to download it).
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January 14th, 2012, 04:03 AM
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Corporal
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Join Date: Jan 2007
Posts: 57
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: Any mod suggestions for a returning player
Quote:
Originally Posted by Thilock_Dominus
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Hrm I will check it out. Also trying to boil down some of the suggestions. I dont' want to muddy the water too much while im trying to get back into dom3.
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