Dragonia - New Fantasy Mod

oh, i've found something. the camel is useless. same exact stats as the archer, but costs more. i presume the movement rate was to be increased, but it hasn't been.
i know it ignores movement cost in desert, but the movement cost in desert is 1 anyways, so its a useless/redundant ability for the units cost..
 
hi

i recently got your mod . Gratz whit it , its realy looking nice .

Afther playing a while i got this error message :
Spoiler :
civ3pro.jpg


is this a bug in the mod ? or whit my installation ?
 
hi

i recently got your mod . Gratz whit it , its realy looking nice .

Afther playing a while i got this error message :

is this a bug in the mod ? or whit my installation ?

Looks like a bug in an ini file. Nice catch. I will find the bug and squash it now.

UPDATE:
Looks like a mistake that is partially Firaxis's fault. There are two fixes.
A: go to the {Civ3 folder}\Art\Units\Swordsman folder and copy SwordmanFortify .wav to SwordmanFortify.wav
B: edit \scenarios\Dragonia\art\units\Axethrower\Axethrower.ini and add a space in the fortify sound line so it looks like
FORTIFY=..\Swordsman\SwordmanFortify .wav

I will update the ini file for the next release of the Dragonia mod
 
thanks for the response . The solution you gave works perfect

however it seems i have a new bug
Spoiler :

civ3pro2.jpg


it hapend when clicking on the wardog when i wanted my town to produce it
 
hmm...ok for quick fix, update the following lines in \scenarios\Dragonia\art\units\Wardog\Wardog.ini:
Code:
ATTACK1=..\Dire Wolf\wolf_attack5.wav
ATTACK2=..\Dire Wolf\wolf_attack.wav
DEATH=..\Dire Wolf\wolf_die.wav
Again, I'll include a proper fix in next ver of Dragonia
 
Let me think about the reorganization of goblin units themselves, and I'll review the doomdiver soon and give my response on that.

As for a cultural basis on the goblins:
tang zul goblins= jungle goblins with culture slightly based off of mongols
gashmorg goblins= forest goblins loosly based on Mesoamerican culture
warg goblins= plains goblins (no culture suggestion yet)
 
oh, i've found something. the camel is useless. same exact stats as the archer, but costs more. i presume the movement rate was to be increased, but it hasn't been.
i know it ignores movement cost in desert, but the movement cost in desert is 1 anyways, so its a useless/redundant ability for the units cost..

I'll have to fix that :blush:
 
As for a cultural basis on the goblins:
tang zul goblins= jungle goblins with culture slightly based off of mongols
gashmorg goblins= forest goblins loosly based on Mesoamerican culture
warg goblins= plains goblins (no culture suggestion yet)

I like this alot more better than my suggestion, and how about the warg are based on plains indain culture
 
alright cool, another thing bugbears are cool units but they seem kinda unnecessary because they are weaker than the trolls so i think they should come at miliarty tatics and be an offesive unit and trolls can be a defensive unit at defensive tatics
 
Well, I've waited about a year for others to convert units from here, and have seem maybe 2 or 3 done total. :(

So this week I decided to learn how to do the conversions myself. My current todo list will be:
  • Bugbear Captain
  • Drow Female
  • Drow Male
  • Air Elemental
  • Earth Elemental (IWD Version)
  • Fire Elemental (BG Version)
  • Water Elemental
  • Fire Giant (Either Sword or Hammer)
  • Frost Giant
  • Gnoll Slasher (with Sword)
  • Goblin Berserker
  • Goblin Shaman
  • Goblin Warg Rider
  • Goblin Warg Rider Captain
  • Harmonium
  • Kua-Toa
  • Lizardman with Axe
  • Lizardman with Halberd
  • Lizardman Shaman
  • Mercykiller
  • Neo-Orog
  • Neo-Orog Maurauder
  • Neo-Orog Cheiftain
  • Ogre Mage
  • Orc Shaman
  • Svirfneblin (Pick Axe)
  • Umberhulk (Not sure which version)

When these are completed, I may add more to the list.

I've already converted the Water Elemental.. unless there is another one ?
 
alright cool, another thing bugbears are cool units but they seem kinda unnecessary because they are weaker than the trolls so i think they should come at miliarty tatics and be an offesive unit and trolls can be a defensive unit at defensive tatics

Bugbears are not unnecessary. For goblin races, bugbears are offensive lvl 4 (Magic Items) while trolls and ettins are offensive lvl 5 (Adv Military Tactics)
I do not yet have a defensive lvl 5 unit for goblins, though. Suggestions are welcome.

Here are the current off/def goblin units in order:
Spoiler :

Offensive:
  • Goblin Raider
  • Goblin Berserker
  • Goblin Maurauder
  • Bugbear
  • River Troll/Cave Troll/Ettin
Defensive:
  • Goblin Raider
  • Goblin Spearman
  • Goblin Pikeman
  • Hobgoblin Spearman
  • ?
 
darque that what im saying maybe the goblins should be big expensive monsters backed up with hordes of cheap little goblin infantry
 
They already are.
Here is the breakdown of the stats:
  • Goblin Raider 1.1.1 -1 Hp Cost 5
  • Goblin Berserker 2.2.1 -1Hp Cost 25
  • Goblin Maurauder 4.2.1 -1Hp Cost 35
  • Bugbear 5.3.1 Cost 50
  • River Troll(Gashmog) 6.4.1 +2Hp Cost 85
  • Cave Troll(Tang Zul) 6.3.1 +3Hp Cost 100
  • Ettin(Warg) 6.3.1 +2Hp Cost 85

Do you feel the stats should be changed in any way?
 
well what i was sayin is that the bugbear seems to go obselete very quickly and they need a defender and why does the ettin have less defence than the river troll?
 
What would make a bugbear more appealing to use even when the lvl5 offensive unit is available?
bigdog5994 said:
why does the ettin have less defence than the river troll?
Because trolls have the ability to regenerate and ettins don't.
 
alright darque whatever im done :D and maybe the ettins should be a little cheaper or the trolls should cost a little more

now what about the doom driver
 
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