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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 March 31st, 2007, 09:00 AM
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Default Slingmod

"I like slings. I'd like to change the normal slings, but unfortunately I can't remove the no-str tag from it. I can, however, make new weapons... and I've always wanted to see Jotun Slingers. So in the 0.50 version of the Slingmod, I replaced Jotun Hurler with Jotun Slinger in LA Utg�rd. If #clear command is added for weapons, I'll release a 1.00 version that changes the normal sling."

Jotun sling deals -2 points of damage (so 18 after strength of 20...), with range 20, precision -2 and 10 shots per fight.

EDIT

Sombre has put together another version of the Slingmod. It changes the slinger units in the game to use the new, improved sling. It can be downloaded from this post later in this very same thread.
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File Type: zip 508421-slings.zip (1.6 KB, 148 views)
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  #2  
Old March 31st, 2007, 10:23 AM

Sombre Sombre is offline
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Default Re: Slingmod

Why would you need a #clear command for weapons? Just make a new sling and change all the sling using units in the game so they use it instead. There aren't actually that many of them, after all.
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  #3  
Old March 31st, 2007, 10:42 AM
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Default Re: Slingmod

I've had the idea for a long time. Without Edi's lists, it would've taken a long time. Also, while the number of units is rather small, I'd have to replace all their weapons (e.g. Spear, Sling of Mictlan warriors with Spear, Balearic Sling every time). I could do that, but it'd take too much of the little time I have. I haven't had a chance to use a computer in two weeks, and it'll be another two weeks before I get to use a computer again after Monday.
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Old March 31st, 2007, 10:58 AM

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Default Re: Slingmod

I'm not sure that you'd have to replace both weapons. If you just give them a new missile weapon that should overwrite the old sling and let them keep whatever else.

Anyway, how about I do it? You've already done the code and whatnot, so it wouldn't take me long. I could probably get it finished tomorrow.
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  #5  
Old March 31st, 2007, 11:05 AM
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Default Re: Slingmod

I tried adding Jotun Sling to the Jotun Hurler unit, and the sling replaced his axe, leaving him with Fist, Jotun Sling, Boulder. I might've done something wrong, though; I'm not that experienced with editing existing units' weapons.

I'd really like to see this old idea actually work in the game, and it'd be really great if you completed the mod.
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  #6  
Old March 31st, 2007, 12:54 PM

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Default Re: Slingmod

Here's the Slingmod I came up with. You get range 33, damage = str -2, ammo 15,.. everything else is normal.

All the units with slings in the game now have these strength based slings instead. They haven't lost any melee weapons (you were right, you have to put them in manually for some crazy reason, but it still only took 5 minutes so I can't complain)

It's attached. Enjoy y'all ;]
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File Type: zip 508471-Slingmod v1.00.zip (1.4 KB, 129 views)
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  #7  
Old March 31st, 2007, 08:53 PM

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Default Re: Slingmod

Time to go play MA Mictlan
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  #8  
Old April 12th, 2007, 02:14 PM
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Default Re: Slingmod

I've been thinking about this one. It might be possible-depending on how their bodies are put together-that Jotuns simply don't have the ability/dexterity to use a sling.

Throwing a spear is a little bit different-and requires a different set of motions from-using a sling. The whirling around required to hurl a stone from a sling might be something Jotuns just physically can't do. I've heard speculation along these lines about Neanderthals-that, because they were put together differently than humans in their shoulders, they were unable to use ranged weapons, and so humans were able to massacre them from a distance.
Jotuns-with their far heavier skelital structure, might suffer from the same handicap as Neanderthal-man.

In which case, the Jotuns could still use atlatls, grenade-weapons, harpoons with lines, "lawn-dart" type weapons, shurikens, and ofcourse crossbows. They also would probably not be able to use ball-and-chain weapons, but they'd be likely to use flails with several heads and various types of maces and nets, because of the area-effectiveness of those weapons-they're big enough that at times they could put themselves at a major disadvantage trying to use only precision-weapons, like axes and spears, against small enemies.
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  #9  
Old April 12th, 2007, 09:17 PM

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Default Re: Slingmod

Think you're going a little over the top with the 'realism' there.

By the way, have you released any of the 12 or so nations you said you were working on? Just wondering if I missed them on here.
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  #10  
Old April 12th, 2007, 09:33 PM
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Default Re: Slingmod

It wasn't ranged warfare that wiped out the Neanderthal. It was a 4000-6000 calorie requirement and a birth to death ratio that was .01% worse than Cro-Magnon.

Scientists come up with theories everyday about things from the past. I would be willing to bet that Neanderthal could and did probably use projectile style weapons (very primitive).
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