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-   -   Wishlist: Nation suggestions (http://forum.shrapnelgames.com/showthread.php?t=41998)

Aezeal January 18th, 2009 07:05 PM

Re: Nation suggestions
 
Well, Muspelheim wouldn't be that hard to make really.

Change color on the Niefelgiants would go a long way, some other troops would probably be similar to other heim troops, though I'm not sure what you'd add in there, probably Jotuns too since they seem to be between fire and ice giants, though generally more linked with Niefels I think.

Some special chars as heroes, Muspel, Surt?

Hellheim troops for summons? Loki as summon too maybe?
Highlevel unique summons (not for this nation but for all) could be Jormungandr and Fenrir and others which fight on their side durign Ragnarok.

A ragnarok spell identical to armageddon would be easily created for thematic purposes.

All in all very easy to make I think (though more contect would be needed and I know not enough about it) but probably all in all very similar to Niefelheim too (which is not very surprising but might not add that much) just mirroring it to a fire nation with some astral (fire creating stars n stuff)

brxbrx January 18th, 2009 09:47 PM

Re: Nation suggestions
 
Wouldn't Fenrir be more appropriate for Niefelheim? He's kind of Dire Wolf-ie.
And my comparison to Abysia was just to point out how little a Muspelheim nation would add to the game. Fire Jotuns wouldn't be the pinnacle of creative thinking, and strategically they'd only be so little different.
I don't know very much about Norse mythology (I'm more of a Judeo-Christian man, myself), but a cool idea for this nation would be a fire centered people living in a cold environment. In Dominions, people adapt to their climates naturally. What if this nation did so magically, with fire and whatnot (though I suppose fire composes most of whatnot...). And honestly, enough nations have the Herse/Jarl/Huskarl/Hirdmen hierarchy. What would be cool is a more dwarf-centered Scandinavian region, with some kind of thane-ocracy instead.
Finally, this thread seems to be fertile soil for suggesting new nations, so I'll toss in another idea.
Pre-Islam Arabia.
In fact, Arabia seems very left out in this game. Helenists, Romans, Egyptians, and Persians all have their representative nations (or at least units). I think Arabs would make a great addition.
For instance, camel based cavalry would have more movement, less defence, and less morale, and maybe greater size. Like C'tis, combat would be with falchions and sabres, but armor would be much lighter. National summons would be djinns and efreeti, and magic would be fire, maybe water, and air (I don't see enough fire/air). They could also have national evocation spells that do something along the lines of a sandstorm, in fact, they could have a small sand-based theme. Ultimately such a nation would be very refreshing (in a 'where's that oasis' kind of way) for its new magic focus, reattribution to relevancy for that djinni lamp guy, and new tactics.
Just my 6 million Zimbabwe-bucks.

Sombre January 19th, 2009 04:23 AM

Re: Nation suggestions
 
There was an arabian mod being made iirc as a sort of community effort, but it is probably abandoned now. However a couple of sprites and some .dm code can be found in its thread through searching.

But you don't seem interested in mod nations?

Aezeal January 19th, 2009 05:19 AM

Re: Nation suggestions
 
yeah me and some others where busy with that, me more the mythological stuff with djinni's and someone else started on the ages after it more based on real historical arab nations. I think even before that there where attempts though. My mod was Djinnibad, there is probably something uploaded with that thread so he could look there, someone was doing some unit sprites for me that looked decent.

Endoperez January 19th, 2009 08:43 AM

Re: Nation suggestions
 
Quote:

Originally Posted by Aezeal (Post 668143)
yeah me and some others where busy with that, me more the mythological stuff with djinni's and someone else started on the ages after it more based on real historical arab nations. I think even before that there where attempts though. My mod was Djinnibad, there is probably something uploaded with that thread so he could look there, someone was doing some unit sprites for me that looked decent.

It was me. :( If I didn't have so many projects of my own to finish I'd feel sorry about abandoning it, but as it is, it's just one of the many things I couldn't finish.

Brxbrx:
"Son of Fenrer" is a pretender choice available for several "northern" nations.

brxbrx January 19th, 2009 11:03 AM

Re: Nation suggestions
 
Quote:

Originally Posted by Sombre (Post 668134)
But you don't seem interested in mod nations?

If you mean me modding, then no, I'm not interested in doing that. My programming and artistic skills are very limited.

But I've used mods in the past, and I'm about to look into the LA Machaka mod.

Sombre January 19th, 2009 12:07 PM

Re: Nation suggestions
 
I meant using mod nations. I assumed you weren't when you didn't respond to my pointing out two mod nations that did what you were after.

As an aside, actual modding requires no artistic or programming skills.

brxbrx January 19th, 2009 02:07 PM

Re: Nation suggestions
 
Well, I'll certainly give it a try, then.
Sorry for not responding to the mods you suggested. The Machaka one I'm definitely going after, but I'm not so sure about bringing a Dominions 2 mod into Dominions 3. Like I said, i'll give it a try.

Aezeal January 19th, 2009 03:02 PM

Re: Nation suggestions
 
Well Endo no need to feel guilty, I dropped the project too :D

Endoperez January 19th, 2009 04:39 PM

Re: Nation suggestions
 
1 Attachment(s)
Quote:

Originally Posted by brxbrx (Post 668237)
Well, I'll certainly give it a try, then.
Sorry for not responding to the mods you suggested. The Machaka one I'm definitely going after, but I'm not so sure about bringing a Dominions 2 mod into Dominions 3. Like I said, i'll give it a try.

Doing new sprites for a mod might take some work, but updating old Dom2 mods for Dom3 shouldn't be too hard.

I have attached a version of the Oglala mod. It needs unique capital-only site(s), costs and armors are probably weird, and the mages with randoms need to have them restricted to just 4 paths. It will also need better mages (or a really good capital-only mage) and perhaps a capital-only sacred unit as well. I didn't check the sacred summons though, they might be good.

It uses Tien Chi sprites which have been upgraded since then. LA Tien Chi might have some sprites that fit better than the ones it currently uses.

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