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  #1  
Old February 14th, 2005, 02:58 PM
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Default Maps and mods for Tutorial and beginning players?

Would there be need for player-made newbie balance mods? I mean of the type that disallows undead themes of Ermor and warns against using Mictlan, and maybe changes the starting scout of all nations to have little advice to help one get started in general/on that nation. I attached my mod that disallows undead themes of Ermor, just incase this never becomes anything actually working.

Would there be a need for player-made tutorial map? What about mods that, together with the map, made that scenario easier to understand? What about an already started game (on turn 1) that has been played through a few times (from copies) so that the sites/specials have been discovered, there are no Inktop Ends in the surrounding provinces and that the advice given actually works?

Even more, what about a game like that started with a mod that would come accompanied by a very special DomII shortcut and small program, so that --postexec calls that program and that program changes the description of newbie pretender - Voice of Wisdom the Oracle?
Would this work? Is there need for something like this? Would this work in Dominions III with just a few changes?

What should the game be like? The map should be quite small so that the game doesn't last forever.What magics should the Oracle have, and what nation should be the default?

If I were to just put this together, it would be Ulm lead by Oracle with Astral 7, Dominion of 8, Order, Production and Growth +3, Magic -3, Ceremonial Faith and Fortified City, with 5 points left. Indies would probably be 6, enemy would be Man (forced to be of the main theme) and led by Phoenix with Fire 4 and Air 2, having some Order and Production and Dominion of 6. If I added a mod, I would give the Orcale a description that helped the newbie to conquer his first few provinces, like about what to recruit and where to spy. I might add a visible site there for his spy to see. I would also make it sure that a Master Smith can find a magic site or two in the first province. Nothing really special, though. If I won't receive any really demanding comments, I won't do a program or anything to change the Oracle's description.

Should I give the AI harder enemies, like mostly knights, to make sure it won't get too big? Do you have any other suggestions? Please, I would love to get some comments. If I get more than a few, I might actually do this.

Last edited by Endoperez; August 13th, 2008 at 11:31 AM..
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Old February 14th, 2005, 03:40 PM
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Default Re: Maps and mods for Tutorial and beginning players?

Few additions:

I would run one turn of the game, set Man to AI, send some Messages to All as Ulm to tell some story about how you managed to take control of the nation of Ulm, and as Man to tell that war is on, no mercy shall be given, etc.

I would make Ulm start with some characters (like Master Smith) that go well with the story, and made them a prophet on the first turn. With map commands, I could even give them some equipment if that was needed.

As long as I didn't use any mods, all of this would work with anyone having the graphics for Clash of Titans map of Targa.
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Old February 15th, 2005, 12:02 PM
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Default Added the mod... RE: Tutorial

I just realized that I hadn't actually added the Ermor mod. Oops!

I attached it to the first post, better late than never...
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