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  #11  
Old May 28th, 2007, 12:30 PM

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Default Re: Rate of feedback on nation mods

To be fair Gandalf, the maps of yours that I have are HUUUUUUGE and it can be really hard to spot a bug in them.

Love your maps by the way.
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  #12  
Old May 28th, 2007, 12:44 PM
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Default Re: Rate of feedback on nation mods

I have come to the same conclusion as Xietor. If you want to mod for the community it is better to do something other than nations. It is why I don't release nations anymore. The effort is not worth it in the long run because hardly anyone downloads the nations. Mods that affect the entire game seem to be, and will continue to be more popular.
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  #13  
Old May 28th, 2007, 03:04 PM

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Default Re: Rate of feedback on nation mods

I at least intend to do what I can to encourage the use of mod nations in MP games - and having my own server now will help with that. I think so many of the mod nations coming out are so exciting, its well worth supporting them and taking an interest in them.
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  #14  
Old May 28th, 2007, 03:29 PM
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Default Re: Rate of feedback on nation mods

I think modded nations is for people who are tired of the game vanilla. Ive played this game almost daily for a year longer than most of the people here, and Im still not to that point.

But, instead of a balanced new nation Id much rather see some unbalanced built for great AI nations.
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  #15  
Old May 30th, 2007, 03:47 AM
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Default Re: Rate of feedback on nation mods

I don't play too many nation mods because I've not even tried out all of the Dom2 ones yet, let alone the Dom3 nations. But the really wacky/cool mods I absolutely have to try, such as the insects one. I don't want to discourage anyone from making nation mods, though! They're pretty enjoyable, but I feel like I spend my time better learning the vanilla nations for multiplayer practice. The Epic Heroes mod and the Black Tome mods are neat because of their potential use in multiplayer. I'm also trying out global mods like the No Indies mod for increasing difficulty... it seems to work so far!
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  #16  
Old May 30th, 2007, 10:51 AM
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Default Re: Rate of feedback on nation mods

I think I said this on another thread, but my main problem with nation mods is that the "stock" Dom3 nations offer so much variety. There's really very little reason for me to play a nation mod until I exhaust the unmodded game, which will take a very long time....

Except for Ulm Reborn, which is just cool. Very, very cool.
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  #17  
Old May 30th, 2007, 11:06 AM

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Default Re: Rate of feedback on nation mods

What about if the mod brought something which was already familiar to the game?

I'm making a mod based on the Tharoon from SSI's warwind game and I made one based on Exile by Spiderweb. Those aren't that familiar to people.

However warhammer or Lord of the Rings is, so would people be interested in seeing nations based on these in the game? I don't much like LOTR but I could do warhammer nations no problem, provided there's some interest (other than my own).
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  #18  
Old May 30th, 2007, 11:41 AM
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Default Re: Rate of feedback on nation mods

A problem with mods "based on" is that if you artist them yourself then you get more criticism than usual. And if you use the game graphics then you have to have permission.
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  #19  
Old May 30th, 2007, 12:08 PM

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Default Re: Rate of feedback on nation mods

Well you couldn't really use graphics from warhammer,.. but I get what you mean. I'm no artist, but I could graphic up a pretty nice looking Warhammer army in dom3 no problem.

If I did, I think I'd probably start with something that has a very clear playstyle and is different from the national mods we've had so far, such as Skaven. Actually a lot of the warhammer skaven units would transfer very well to dom3, such as poison wind globadiers or warpfire throwers. Stuff like the ratling gun and jezzails would be left out.

Rudimentary army list in dom3 would be like,...

UNITS

Skaven Slave
Clanrat (spear and shield, sword and shield)
Gutter Runner (shuriken, net and baneblade)
Stormvermin (black fur, halberd)
Council Guard (white fur, sacred stormvermin)
Poison wind globadier (AN poison missiles, str range)
Warpfire thrower (like fire drake breath)

LEADERS

Chieftan
Assassin
Warlord
Packmaster (spawns/calls rats etc)
Master Breeder (calls rat ogres)
Warlock (FDE)
Warlock Engineer (FDE)
Grey Seer (sacred, DS mostly, some FE)
Screaming Bell (Grey seer on big bell carrying juggernaut type thing, spreads dom, H3 priest in addition to seer powers)

SUMMONS/SPAWNS
Rat swarms
Giant Rats
Rat Ogres

I'm sure there's some other stuff, like the doomwheel and whatnot that I've missed out. Point is warhammer armies translate very well and almost directly to dominions - there's plenty of source graphics to get inspiration from, you can pretty much convert the stats over to dom3 without much thought,... hey you even get 5 or so heroes premade for each nation.

Well it's easier than making an entirely new nation and maybe people would enjoy it more. I know I'd enjoy playing with all the warhammer armies.
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  #20  
Old May 30th, 2007, 12:19 PM
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Default Re: Rate of feedback on nation mods

Recruitable Dom spreading commanders? That's mighty overpowered. There's a reason why the juggernaut is so high up in construction that you have to research alot to get it, you know... Otherwise, that nation sounds quite interesting ("rat ogres"? awesome!), although I don't know any Warhammer.
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