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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 January 30th, 2007, 11:20 AM
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Default Chaos Wars

Version 0.16

This mod is the Nephilim middle age.

Turn off the "Angelic Crusade" and the "Stygian Corruption" mods to avoid conflict.

Summons:
Mater Mundi -> Bonded Enforcer x 2
Lord Judge -> Bonded Hound
Lord Arbiter -> Bonded Pike x 3
Attached Files
File Type: zip NephilimBonded.zip (282.5 KB, 1320 views)

Last edited by Amos; September 2nd, 2008 at 06:33 PM.. Reason: Prefix
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  #2  
Old January 30th, 2007, 04:13 PM
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Default Re: New Mod: Chaos Wars

Looks great
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  #3  
Old January 30th, 2007, 05:55 PM
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Default Re: New Mod: Chaos Wars

Amos, I hate to ask because it probably entails a lot of work, but is there any chance you'll be adjusting your mods at a later date so that all of them are compatible with one another and the rest of the nations/mods?

Thanks!
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  #4  
Old January 31st, 2007, 07:28 AM
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Default Re: New Mod: Chaos Wars

I dont like using #clear commands on a nation, they dont work very well in that its not a perfect cleaning (for ex. the national spells are unaffected by cleaning). All my same age nations are compatible. If you play middle age, or any age, you dont need the rest of the ages turned on. Turning the mods on or off is a very simple process, one I personally prefer to #clear commands. You dont have to do it every time you play, only every time you start a new game.

Version 0.02

-Gave Lilith #succubus ability
-Nemesis sprite slightly changed
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Old February 1st, 2007, 05:17 PM
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Default Re: New Mod: Chaos Wars

Oh I see what you mean. Does that make your mods incompatible with the mods of others, though? When it's possible, I like to play in a mod-heavy environment, and I'm designing quite a few, myself. I don't think your mods should interfere with other mods, but it'd help to get your thoughts on this, since I'm not 100% familiar with how mods work with or against each other.

Thanks a lot
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  #6  
Old February 2nd, 2007, 02:50 AM
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Default Re: New Mod: Chaos Wars

The numbers for units, nations etc. are limited so the conflicts with other mods are inevitable. The numbers I'm using for a particular mod are shown at the beginning of the mod file.
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Old February 2nd, 2007, 03:35 PM
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Default Re: New Mod: Chaos Wars

Eventually I really will release "reconciled" mod compilations - it's not hard to remove all unit ID clashes if you have, say, a computer.

But at the moment you can't play with more than four or five mods at once anyway - I'm still getting the "sprnbr too high for file" error when I try to combine more than a few mods.

Assuming that isn't a result of my error (someone else can try loading seven new nations at once and see what happens,) we'll have to wait for a fix from Johan, and I think he's got other piorities.

Amos, nice pixel art!
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  #8  
Old February 3rd, 2007, 05:07 AM
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Default Re: New Mod: Chaos Wars

Version 0.03

-Renumbered all the units
-Removed ethereality from Stigian and changed his sprite again

I didnt have time to test this version, so I'm posting it as is.
I'm also thinking of giving Mater Mundi the ability to produce bonded instead of having them recruited. Maybe Mater Mundi will cost another 100 and when "summon allies" will get 1 Hound, 2 Enforcers and 3 Pikes. Any thoughts?
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Old February 3rd, 2007, 05:49 AM
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Default Re: New Mod: Chaos Wars

I'm pretty sure about #makemonster being only able to generate monsters of one spesific type. If you gave a unit three #makemonster commands, it'd have three different monster creation orders. In your case, it would be 1 Hound, 2 Enforcers OR 3 Pikes.
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  #10  
Old February 3rd, 2007, 08:18 AM
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Default Re: New Mod: Chaos Wars

I already tested that and there is no problem technically. What I was asking was if it will completely screw up what little balance there is in the mod. I'm now thinking 1/1/1 is a better option.
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