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

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  #1  
Old December 13th, 2006, 10:46 PM

FrankTrollman FrankTrollman is offline
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Default Weapon Effects?

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  #2  
Old December 14th, 2006, 07:46 AM
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Default Re: Weapon Effects?

I'm waiting with great anticipation and hope for nation-specific forged weapons/items. I can forsee all kinds of interesting strategies and balancings which utilize nation A having such-and-such that nation B can't make, but could potentially capture, or which team partners could trade. I'm even thinking of one or two nations that might not have "troops" in the classic sense, instead just having various tough commanders who can be thugged out quickly and at low-gem cost by their nation. Some national forges might even bring back the SC as the main strategy for that specific nation, which would be nice to atleast spice the game up here and there with.
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  #3  
Old December 14th, 2006, 01:04 PM
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Default Re: Weapon Effects?

I expect most of the weapon effects are the same as they were in Dom2 though there are new ones as well. Take the Dom2 weaponlist from the DB and use that as a basis, but the problem is that most weapon effects such as small area frost and fire are not limited use items. Only range weapons are, so you would need to mod new ranged weapons and tie the special effect to them. The limited number of shots will do the rest. I'm making a new DB for Dom3, but it takes time before it's ready. The weapons will likely be ready before all the units, depending on how I decide to approach it, but I'm not far enough along that I could give you any kind of timetables.

Lightning bolt is actually the easiest thing to do, since it is already a 10-shot missile weapon used by e.g. storm demons.

Edi
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Old December 14th, 2006, 04:34 PM

FrankTrollman FrankTrollman is offline
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Default Re: Weapon Effects?

Do you have a link to the Dom2 list?

-Frank
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  #5  
Old December 14th, 2006, 05:06 PM
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Default Re: Weapon Effects?

This is the old Dom 2 modding manual. Weapon effects are near the bottom.
Attached Files
File Type: zip 479458-Dom2ModManual.zip (262.7 KB, 103 views)
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  #6  
Old December 15th, 2006, 04:33 AM
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Default Re: Weapon Effects?

The Dom2DB can be found on Arryn's site at http://www.strife.com/dominions-2/files.htm

Scroll down the list until you get past the maps and look for documents made by me.

Edi
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  #7  
Old January 1st, 2007, 07:30 PM
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Default Re: Weapon Effects?

Thanks for posting the old Dom II mod manual, Amos. I have to wonder why it has so much more information than the new one.

A brief glance shows me some stuff that helps me out of some tight spots I am in right now. -2 for magic research school for example. The current manual shows a range of -1--7. If -2 still exists it will solve some problems I am having.
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Old January 1st, 2007, 07:30 PM
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Default Re: Weapon Effects?


Thanks Edi. I had lost this link....
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  #9  
Old January 2nd, 2007, 03:54 AM
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Default Re: Weapon Effects?

Quote:
Uh-Nu-Buh said:
Thanks for posting the old Dom II mod manual, Amos. I have to wonder why it has so much more information than the new one.

A brief glance shows me some stuff that helps me out of some tight spots I am in right now. -2 for magic research school for example. The current manual shows a range of -1--7. If -2 still exists it will solve some problems I am having.
-2 doesn't work that well for Dom3, even if it exists. There's a new command,
9.23 #restricted <nation nbr>
Spell will only be available for this nation. You can use
up to three of these commands for a single spell and thus
enabling up to three nations to research the spell.

for making spells nation-spesific. It's in the Dom3 mod manual.
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