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-   -   Dungeons in Dom3 (http://forum.shrapnelgames.com/showthread.php?t=31978)

UninspiredName November 26th, 2006 02:05 AM

Re: Dungeons in Dom3
 
I would imagine we would technically be able to, but there aren't any modding commands that would let one alter dungeons. Nothing to do but spam the Modder's Wishlist, I suppose.

HoneyBadger November 26th, 2006 03:09 AM

Re: Dungeons in Dom3
 
Maybe you could have void-gate dungeons where you went in and came out with (or as) a new creature.

ologm November 26th, 2006 08:25 AM

Re: Dungeons in Dom3
 
I found the chalice in the city of the damned.

Also my molog adventurer got teleported to an underwater province and drowned, but I think that is a bug.

zepath November 26th, 2006 07:01 PM

Re: Dungeons in Dom3
 
ologm, The Chalice? That's hot fire right there... Damn shame about the drowning.

I'll second NT Jedi by putting moddable dungeon sites (or greater site modding/scripting ability in general) in my letter to Santa.

HoneyBadger November 29th, 2006 05:23 AM

Re: Dungeons in Dom3
 
You know, the designers have mentioned more than once the possibility of them doing a role-playing game based on Dominions. Wouldn't it be something if they elaborated on the dungeons and other concepts already in the game to the point where you had a fully functioning role-playing game inside of Dom3?

HoneyBadger November 29th, 2006 05:39 AM

Re: Dungeons in Dom3
 
Speaking of which: I can see the scales affecting your hero's chances in a dungeon-crawl. Heat scales make your adventurer prettier and more agile, cold makes him or her tougher. Choosing more turmoil means the hero has more "thiefy" abilities and is more streetwise, more productivity means more government funding-better equipment, more support, bigger party of followers, etc. More dom means priestly abilities and maybe the occasional "miracle". Better or worse luck means the same for your intrepid explorer. More or less magic decides how much magical support (healing potions, etc) your hero starts out with, and whether your adventurer could cast a spell or two or is just a big dumb barbarian. These would all modify whichever commander you sent into the dungeon. When you click END TURN, you'd then switch over to your hero's perspective and NetHack your way through Dom3 for a week-in-the-life http://forum.shrapnelgames.com/images/smilies/happy.gif At the end of the week, back to turn-based battlin'

Morkilus November 30th, 2006 06:16 PM

Re: Dungeons in Dom3
 
Quote:

HoneyBadger said:
You know, the designers have mentioned more than once the possibility of them doing a role-playing game based on Dominions. Wouldn't it be something if they elaborated on the dungeons and other concepts already in the game to the point where you had a fully functioning role-playing game inside of Dom3?

Heh heh, you'll love this, HB.

Dwarf Fortress

HoneyBadger December 1st, 2006 07:25 AM

Re: Dungeons in Dom3
 
oooooh!

Caduceus December 1st, 2006 12:56 PM

Re: Dungeons in Dom3
 
Oh, now you've done it, Morkilus. We'll never see HoneyBadger again.

HoneyBadger December 1st, 2006 11:15 PM

Re: Dungeons in Dom3
 
I'm still here, no worries. It's a temptation though, but it doesn't look like it's quite complete. I would like to know more about it though, and I think it's great someone based such a thing on my favorite stock fantasy race, dwarves. Dwarves are grim, and tough, and magical (despite the nonsense in D&D) and unlike the lazy elves and the flighty humans and the fat little hoburgs, they work for a living. And every one of them is shorter than me, even Carrot, so I can feel better about myself. And that's really what's important.


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