.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

BCT Commander- Save $7.00
winSPWW2- Save $5.00

   







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

Reply
 
Thread Tools Display Modes
  #1  
Old July 12th, 2008, 12:25 PM

Xietor Xietor is offline
Lieutenant General
 
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
Xietor is on a distinguished road
Default Can a mod limit castle construction?

One of the things that really make the endgame a bit tiring is digging out an opponent castle by castle when he has 30 castles and maybe free spawn as well. Yes there is crumble,
and I use that freely. But it takes valuable e gems to crumble, and it puts the onus solely on the attacker rather than the player doing nothing.

And nothing is more maddening then ryleh having a castle in every single water province they own. Try digging them out of those in the late game as a land race! It can be done, but it would be nice if castles could be limited somewhat(id at least like to explore the option).

Is there any mod that could stop a castle from being constructed, or cast(wizard tower, 3 red seconds) on any province that has a castle adjacent to it already?

That would still permit castles to be adjacent if it is "found" in a magical site after a castle was built, but would not permit construction of a capital next to a "found" castle.

Even if a mod could only stop the ones constructed with gold-that would be a help.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
Reply With Quote
  #2  
Old July 12th, 2008, 12:39 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Can a mod limit castle construction?

No.
Reply With Quote
  #3  
Old July 12th, 2008, 12:55 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Can a mod limit castle construction?

Can a mod reassign what castle a nation builds?
Can it change the gold cost?
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
Reply With Quote
  #4  
Old July 12th, 2008, 01:04 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Can a mod limit castle construction?

You can change what castles a nation builds. You can't change anything about the castles themselves.
Reply With Quote
  #5  
Old July 12th, 2008, 01:25 PM
Gandalf Parker's Avatar

Gandalf Parker Gandalf Parker is offline
Shrapnel Fanatic
 
Join Date: Oct 2003
Location: Vacaville, CA, USA
Posts: 13,736
Thanks: 341
Thanked 479 Times in 326 Posts
Gandalf Parker is on a distinguished road
Default Re: Can a mod limit castle construction?

I probably should remember this myself but are any of the castles in the game expensive enough to amount to the same thing? Making it nearly impossible to build?

A mod in the game, such as making some spells unusable by the players, could be changed to add the castle changes mid-game.

Hmmm come to think castles vary according to terrain so maybe that wouldnt work.
__________________
-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
Reply With Quote
  #6  
Old July 12th, 2008, 01:28 PM

Aezeal Aezeal is offline
Lieutenant General
 
Join Date: Sep 2007
Posts: 2,691
Thanks: 5
Thanked 39 Times in 31 Posts
Aezeal is on a distinguished road
Default Re: Can a mod limit castle construction?

you can change castle prices can't you? Then you could make all but a few very expensive...
__________________
Want a blend of fantasy and sci-fi? Try the total conversion Dominions 3000 mod with a new and fully modded solar system map.
Dragons wanted? Try the Dragons, Magic Incarnate nation.
New and different undead nation? Try Souls of Shiar. Including new powerfull holy magic.
In for a whole new sort of game? Then try my scenario map Gang Wars.
Reply With Quote
  #7  
Old July 12th, 2008, 01:38 PM

Xietor Xietor is offline
Lieutenant General
 
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
Xietor is on a distinguished road
Default Re: Can a mod limit castle construction?

good ideas by both Gandalf and Aezeal.

Or this question is more suited to a map expert-on a map that is premade, could the map be coded so that the province would not accept a castle?
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
Reply With Quote
  #8  
Old July 12th, 2008, 01:38 PM

Sombre Sombre is offline
BANNED USER
 
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
Sombre is on a distinguished road
Default Re: Can a mod limit castle construction?

You can't change castle prices. As I said above, you can't change anything about the castles themselves.

You could give people expensive castles after the midgame, but my feeling is even the most expensive 5 turns to build castle would get built by nations like Rlyeh. Plus it's a lot of effort to go to loading up and changing a mod just for a minor potential change.
Reply With Quote
  #9  
Old July 12th, 2008, 01:42 PM

Xietor Xietor is offline
Lieutenant General
 
Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
Thanks: 21
Thanked 28 Times in 17 Posts
Xietor is on a distinguished road
Default Re: Can a mod limit castle construction?

Thanks again Sombre.

It may appear that the answer lies, if it is to be found at all, in coding the map itself.

Or perhaps the easiest solution is to put it to a vote of the players, and if passed, all agree to not build castles next to another castle.

Though it would be a bit of the honor system.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
Reply With Quote
  #10  
Old July 12th, 2008, 02:10 PM
PvK's Avatar

PvK PvK is offline
National Security Advisor
 
Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
PvK is on a distinguished road
Default Re: Can a mod limit castle construction?

You could mod the castle combat map for some castles, so that they don't have such a small breach, so storming them with troops is easier.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 11:44 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.