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

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  #31  
Old June 22nd, 2008, 02:33 PM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

Some evil fox spirits would be nice (or evil nympho fox *****es from hell, if you prefer )
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  #32  
Old June 22nd, 2008, 11:48 PM

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Default Re: Nation: Atreus, Rise of the Dragon Emperor

now i feel special. that will be fine and thanks!!
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  #33  
Old June 23rd, 2008, 12:21 AM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

Quote:
HoneyBadger said:
Some evil fox spirits would be nice (or evil nympho fox *****es from hell, if you prefer )
Very good idea... did you mean Evil nympho "foxy" *****es from hell? if you did, im in.
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  #34  
Old June 23rd, 2008, 01:14 AM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

Well, part fox, part evil nympho hell *****es who have come from hell.
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  #35  
Old June 24th, 2008, 12:33 PM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

When people download your mod and dont make any comments it could mean two things: That the mod is really really bad not even worth comenting on, or that they liked it and are still experimenting with it. I hope it is the later. (it is for me)

By the way, Im done with the "expancion" the MA Atreus. Im just testing it out before release.
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  #36  
Old June 24th, 2008, 01:03 PM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

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Atreidi said:
When people download your mod and dont make any comments it could mean two things: That the mod is really really bad not even worth comenting on, or that they liked it and are still experimenting with it. I hope it is the later. (it is for me)


Another possibility for lack of comment is that the unit/weapon/etc numbers clash with another mod that is in current use and I haven't gotten around to modding the mod to slip it in. (Acually I lost my master list of numbers, so I an SOL and face a long tedious task to recompile the list.)
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  #37  
Old June 24th, 2008, 02:01 PM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

Sorry, I'd download it happily, but I don't have a proper computer to download it to. It looks really interesting though, and I'm glad that China's getting more representation-China's legends and myths are an awfully big subject for just one set of nations-even a Dev set.
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  #38  
Old June 24th, 2008, 02:14 PM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

I never thought of that.... Conflicting unit/weapons/etc numbers... The same thing happens with all other mods. This limists the ammount of mods from different users u are able to activate.
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  #39  
Old June 24th, 2008, 03:21 PM
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Default Re: Nation: Atreus, Rise of the Dragon Emperor

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Atreidi said:
I never thought of that.... Conflicting unit/weapons/etc numbers... The same thing happens with all other mods. This limists the ammount of mods from different users u are able to activate.
That is a big one. I'm running nine or ten mods in my present game. Some, like improved AI, don't pose any conflicts, but new nations almost always pose conflicts. I started to change numbers to avoid conflicts, but as I added mods, more arose, and now many are a mishmash which requires me to scroll through the dm files and record them.

I've selected the mods I'm playing mostly on the strength they are as AI nations. Your mod looks good, but it posed conflicts with my own mod nation which I'm playing because it is terribly unbalanced and it gives me edge I require.
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  #40  
Old June 24th, 2008, 04:09 PM

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Default Re: Nation: Atreus, Rise of the Dragon Emperor

ID number conflicts are easily resolved.

That isn't the real limiting factor on mods. That would currently be the vanishing magic paths bug. Last patch it was the descriptions, before that it was sprites,...

You get the idea.
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