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  #11  
Old December 28th, 2011, 10:47 PM
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Gandalf Parker Gandalf Parker is offline
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Default 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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  #12  
Old December 29th, 2011, 12:43 AM
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Default 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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  #13  
Old December 29th, 2011, 12:48 PM
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Default 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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  #14  
Old December 29th, 2011, 02:35 PM
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Default Re: Any mod suggestions for a returning player

For SP I'll recommend; Nosophoros - The Vampire Lords



[/shameless self-promotion]
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  #15  
Old December 30th, 2011, 05:37 PM

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Default Re: Any mod suggestions for a returning player

Quote:
Originally Posted by Thilock_Dominus View Post
For SP I'll recommend; Nosophoros - The Vampire Lords



[/shameless self-promotion]
Looks very nice! Will consider for my next game.

OK, I just know I'm gonna regret this, but there you say:
Quote:
• 11 New Spells
Err, new spells? Can a mod really add new spells? If so, within what limitations?
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  #16  
Old December 31st, 2011, 02:35 AM
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Default 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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  #17  
Old December 31st, 2011, 07:39 AM

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Default Re: Any mod suggestions for a returning player

Conceptual Balance adds lots of new spells.
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  #18  
Old December 31st, 2011, 03:54 PM

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Default 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"?]

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  #19  
Old December 31st, 2011, 04:12 PM
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Default Re: Any mod suggestions for a returning player

Quote:
Originally Posted by JonBrave View Post
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"?]

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Happy New Year to all in this great community!
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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  #20  
Old January 14th, 2012, 04:03 AM

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Default Re: Any mod suggestions for a returning player

Quote:
Originally Posted by Thilock_Dominus View Post
For SP I'll recommend; Nosophoros - The Vampire Lords



[/shameless self-promotion]
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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