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  #1  
Old February 5th, 2004, 06:57 PM
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Default MOD Suggestions

Two suggestions come to mind... other people may have more, but here's mine.

1) A MOD which will make one or two of the races extremely powerful for the purpose of a great challenge against computer opponents.
example= Their commanders would be Ettins, priests would be unholy and holy, and the mages would have at least 40 life.
((For the XL maps this would be great))

2) A MOD which will increase the chances of seeing more unique independents guarding provinces. Such as an occassional Ettin, monster or high level mage(4+) which is added to the current independent province defense.
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  #2  
Old February 5th, 2004, 07:02 PM
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Default Re: MOD Suggestions

I do both of those with maps now. Or I did for Dom1. I should probably get some done for Dom2.

Have you tried the Poke-in-the-Eye or Mirrunst_X campaigns? Both of them do #2 and they are re-rolled to new ones every day.
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Old February 6th, 2004, 01:35 AM
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Default Re: MOD Suggestions

Thanks

I'll check those out !

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Old February 11th, 2004, 09:38 PM
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Default Re: MOD Suggestions

Doesn't anyone else have MOD suggestions??

or did my two suggestions match exactly what everyone else was looking for too.

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Old February 11th, 2004, 09:42 PM
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Default Re: MOD Suggestions

Well, if you want a mod, make a mod There are lots of threads about existing or planned mods.
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Old February 11th, 2004, 10:00 PM
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Default Re: MOD Suggestions

The two I listed are just suggestions

-- as the title explains --


I also figured there would be others who would have MOD suggestions which is why I created this topic.
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Old February 11th, 2004, 10:10 PM
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Default Re: MOD Suggestions

I dont really prefer MODs. The Hoburg one (which I think I might have suggested) and the Troll one were interesting.

The only other MOD Ive heard of which interested me will probably not be done since its too much work. Though Im sure it would be popular. That would be a MOD to allow 2 Ulm to play against each other. You would have to replace a nation, with exact duplicates to Ulm (or as close as possible).

Others might be easier but along the same line. Duplicate a nation into another nation. With the right choice of which nation to replace it with things might be easier. 2 Arcos, or 2 Rlyeh, or 2 Ermors. They would be varying difficulty I think. Each with its own unique headaches to try and duplicate as close as possible.
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Old February 12th, 2004, 08:03 AM

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Default Re: MOD Suggestions

Quote:
Originally posted by Gandalf Parker:
Others might be easier but along the same line. Duplicate a nation into another nation. With the right choice of which nation to replace it with things might be easier. 2 Arcos, or 2 Rlyeh, or 2 Ermors. They would be varying difficulty I think. Each with its own unique headaches to try and duplicate as close as possible.
Can this be done with the MOD tools as they stand now? I was actually thinking of playing a Ragnarok scenario which would require fire giants. Of course the "easiest" way to do this would be to duplicate Jotunheim and give them fire powers as opposed to frost/water. So is it difficult to "duplicate" nations?

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Old February 12th, 2004, 09:09 AM
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Default Re: MOD Suggestions

Quote:
Originally posted by Darryl:
Can this be done with the MOD tools as they stand now? I was actually thinking of playing a Ragnarok scenario which would require fire giants. Of course the "easiest" way to do this would be to duplicate Jotunheim and give them fire powers as opposed to frost/water. So is it difficult to "duplicate" nations?
Trivial; it would take 5 minutes to duplicate a nation, and an hour to duplicate it but change cold-affinity to heat-affinity. Duplicating AND modifying, so that you have a cold-Jotun and hot-Jotun in the same game, is much harder. Also, if you decide to rewrite the descriptions, that'll require work as well.

If you just want to play Ulm versus Ulm, yeah - 5 minutes. But you would not be able to specify pretenders yet, so the new ulm would not be able to choose the master alchemist, for example.
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