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January 28th, 2009, 12:45 PM
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Second Lieutenant
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Join Date: Feb 2008
Location: Ohio
Posts: 438
Thanks: 33
Thanked 12 Times in 9 Posts
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Re: Dominions 3000 v0.76 - lets go MP
Yay, the map is here! Now we can legitimately say that Dom3K is only 90% done by Aezeal!
I wonder who will add in the #batmap and #skybox commands to the map, though, rdonj?
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January 28th, 2009, 03:06 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Dominions 3000 v0.76 - lets go MP
As I see it there SHOULD be 8 starting sites somewhere.. but I can't start a game with 7 persons.. or 4...
maybe you need to have a look at that
__________________
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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January 28th, 2009, 03:11 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Dominions 3000 v0.76 - lets go MP
I have got the suspicion you have given all provinces 512 (and something more) so they are nostart site.
__________________
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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January 28th, 2009, 03:49 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Dominions 3000 v0.76 - lets go MP
hmm not all the provinces are 512 or higher.. I've found 3 with 0... let's test with 3 nations.. 3 nations doesn't work either... I'm not getting this.
__________________
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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January 28th, 2009, 03:51 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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Re: Dominions 3000 v0.76 - lets go MP
Orrrrrrr I have an old version of the tga file... (loaded it in the prov editor and only saw a smallllll number of provinces ) I'll look into this
__________________
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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January 28th, 2009, 04:41 PM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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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...
__________________
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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January 28th, 2009, 05:57 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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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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January 28th, 2009, 07:05 PM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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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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January 30th, 2009, 12:00 AM
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Lieutenant General
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Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
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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.
__________________
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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January 30th, 2009, 01:04 AM
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General
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Join Date: Oct 2007
Posts: 3,007
Thanks: 171
Thanked 206 Times in 159 Posts
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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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