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  #41  
Old June 1st, 2007, 05:31 AM
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HoneyBadger HoneyBadger is offline
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Default Re: Rant of feedback on nation mods Post 1

Honestly? I try very hard *not* to give a lot of feedback, just because I have so many ideas of my own, and ways of looking at things in my head that, if you ask me for suggestions, most of the time I'll just end up telling you how to create an entirely different nation from what you had in mind.
I've done it before, and I'll probably end up doing it again, but I really try to avoid it because it's obnoxious and impolite-and really serves little purpose other than to confuse people.

If I see something I like-and the mods here are absolutely fantastic-I will try to say something, *if* I see something specific that I can compliment on without rambling on about it (like I am now). At the same time, there are mods I like just because they fit my own style and ideas. For instance, Amos's mods are absolutely professional, works of art, BUT they're not balanced for vanilla (or so he says) so they're not ones I pay the most attention to right now, because I'm still trying to learn the game.

I have favorite mods (Amos's among them, even though I don't use them that often), but that's just my opinion. I haven't seen any truly lousy mods.

The worst one I've seen was Uh-nu-buh's Hive mod, and that was very clearly and obviously a work in progress that he never completed, and I liked the concepts and ideas behind it so much that I redid the artwork for it and asked his permission to complete it and release it as a finished product. He hasn't answered me back about that, and it's been about a month, so I am going to assume he doesn't care and release it under his name when I get a chance.

So, yes, everyone is doing brilliantly. I am very *very* appreciative of the hard work that's been put into the mods-and I'd really like to see them taken a little more seriously than they sometimes seem to be. I only compliment sparingly because I don't want to seem to be judging some mods as better than others-mind you, some *are* better, but that's like judging one gift as better than another because one's more expensive.

All the mods are gifts, and I recognise that.

I don't know if this is true, but I believe some of the mods from Dom2 were incorporated into the Dom3 game by the Devs? I think that's the right attitude and direction.

The Devs *do* put in a lot of work on the nations they release, and it's wonderful that they do-we wouldn't be here without them-but atleast some of the mods have had just as much, or even more, work put into them, because they're individual labors of love compared to the labor-as a whole-that is Dom3.
It's an effort on a smaller scale, but one that we as a community can be proud of for each other and for ourselves.
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  #42  
Old June 1st, 2007, 06:00 AM
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Default Re: Rant of feedback on nation mods Post 2

I wanted to break this up because I have so much to say on this subject, and it was getting hard to read.

Foodstamp, Sombre, I download all your mods. Infact, Haida would be one of the first nations I'd like to see added to Dom4 as official, off the top of my head. Please continue to make mods, because they're awesome, and I use them all the time.

This is the part where I rant about nations and my ideas/suggestions for them-even though I explicitly said I wouldn't. It's a weakness and a character flaw, so please forgive me or atleast feel free to ignore me.

Skaven's a terrific idea. I think you could have an absolutely, Dominion-ey, credible nation based on rat-men. I think anyone wanting to transform the basic Warhammer-style Skaven into a Dominions nation could benefit greatly from reading James Herbert's Rats trilogy-The Rats, Lair, and Domain (and the graphic novel based on them-The City.)

There's rat-soldiers, giant black rats, truly disgusting and horrifying mother rats, and rat zombies. It's fun stuff.

You could even include the concept of the "Rat King" (try Wiki) and China Meiville's novel of the same name.

For some reason, don't ask me why, I'd really like to see a kind of Asian riverboat pirate rat-man with a head-band weilding twin katanas. Don't ask me why, I can't explain myself other than to suggest it's a flashback from TMNT.

Anyway, as you can see, I'm a fanatical freak when it comes to nation mods. I love them and can't get enough. I'm currently working on like 15 and none of them are getting done, because I don't have the time to work on them, and I honestly don't have the time to download/play every single nation mod right now-but I will, eventually.

So, please keep making them, if only to keep me off medication And please, please, please update them for 3.08 and later patches! If you don't, then I don't know if they're going to work for me or not, and my computer's twitchy as it is.

And, if anyone's crazy or bored enough (both preferrably) to want to make a nation based on one of my ideas, please feel free to contact me. I'm also quite willing to help others make their own-I just again may not have the time.

Finally (you guessed it-when I have the time) I'm planning on creating, or atleast helping/encouraging the creation of, a massive multi-player mod, based on Perpetuality, which incorporates several (atleast 10, I'd like 21) nation mods into it, as well as all the vanilla mods of every era, run on the "little artizanal map"-itself a mod-of 1200+ provinces.

Hopefully, that will help spread the word and familiarize people with the nation mods that are out there, and how they work, compared to the vanilla nations.
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  #43  
Old June 1st, 2007, 04:34 PM

CelestialGoblyn CelestialGoblyn is offline
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Default Re: Rant of feedback on nation mods Post 2

Hello, in case someone is curious, here is my own project for a skaven army.
Feel free to steal from it if you like something, or ignore.
I'm still learning to mod myself.

Skaven
Dominion effect:scrying(like Arcoscephale) to represent their spying ability
Units:
all skaven units have lower morale and higher speed compared to humans. they also have nightsight(50) and poison resistance(25)

skaven slaves(staff, sling)
clanrats(sword, shield, pillage bonus(2))
clanrats(spear, shield, pillage bonus(2))
stormvermin(halberd, armour, higher morale)
gutter runners(stealth, throwing stars, two blades, poison)
plague monks(poison immune, high morale, more hitpoints, start *diseased*)
censer bearers(as above plus sorrounded by a poison cloud)
giant rats(requires magic leadership, small)
rat ogres(requires magic leadership, large and causes fear)
jezzails(fires every 3 turns, long range and armour pierce)
warpfire thrower(flame attack, vulnerable to fire, explodes on death)
poison wind globardier(poison grenades a'la C'tis slingers)

Leaders:
clan leader(leadership 40)
stormvermin leader(leadership 80)
packmaster(leadership 40, magic leadership, summons giant rats)
assassin(leadership 10, blades, stars and poison, stealth and assasination)
master assasin(leadership 40, blades, stars and poison, stealth and assassination, high stats)
warlock engineer(weak mage, armed with a pistol, leadership 40)
plague priest(starts *diseased*, berserk, stealth(!), leadership 40)
grey seer(strong mage, weak priest)

Doomwheel, Doombell and the Vermin Lord would be national summons, with the Doomwheel and Doombell requiring paths possesed by warlock engineers(maybe they'd require boosting?)
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