![]() |
Re: Dominions 3000 (tentative name)
Really like your map Aezeal.
I wonder if it might work to have a couple of provinces per planet (even several on the larger planets), and have inter-planet transport only possible by using spaceships. Within a solar system, nearby planets might only be separated by one space province, so they could use short-range transports with sailing to get them between worlds. Between solar systems, long-range transports would be needed. These would be amphibious vehicles which granted water-breathing to the units they led. I wonder if it might be best to exclude spaceships from ground combats? Or rather make them ineffective. They could have landshapes which represent them landed on the planet's surface. They would be unable to fight, or at least unable to move. Capital ships might even be aquatic, and hence unable to enter a land province at all. |
Re: Dominions 3000 (tentative name)
Well my idea was to make large spaceships aquatic llama http://forum.shrapnelgames.com/images/smilies/laugh.gif as I already said above
and maybe some shuttles amphibious ps watershape isn't in effect yet or is it? |
Re: Dominions 3000 (tentative name)
PS llama your idea for sailing and solar systems is nice too.. but a few solar systems would make for HUGE maps (each solar system a few planets of a few provinces)
Since at start there will be only a few races I wanted to make a small map (mine is to large already) PPS you can't really like the map.. it was 15 min work and it's ugly. http://forum.shrapnelgames.com/images/smilies/laugh.gif PPS see my new thread for ULM IN SPACE.. (with references to dominions 3 ulm. |
Re: Dominions 3000 (tentative name)
Your map might be a little unrefined, Aezeal, but it's exactly what I had in mind, and I think it's perfect, so 15 mins well spent!
|
Re: Dominions 3000 (tentative name)
but is watershape in effect already?
|
Re: Dominions 3000 (tentative name)
1 Attachment(s)
Actually, I just finished making a map (I figured I'd see if everyone liked Aezeal's style better or the test map I made). It's small (25 provinces, 16 of which are space, the way I made it) but it will hopefully do. Attached is the map un-bordered. Also, keep in mind this is just an image, I haven't turned it into an actual map.
http://img232.imageshack.us/img232/5...ovincesrq5.jpg I forgot to mention, made with the Warcraft III Map Editor. |
Re: Dominions 3000 (tentative name)
PS anyone wanting to refine my map (since it's unrefined) should do so ASAP http://forum.shrapnelgames.com/images/smilies/laugh.gif
and then volunteer to do graphs on Ulm in space |
Re: Dominions 3000 (tentative name)
PS what is the idea for magic.. we can't delete magic spells can't we? so there'd always remain a load of spells not fitting the theme.
/me casts barkskin on his spacesuit |
Re: Dominions 3000 (tentative name)
|
Re: Dominions 3000 (tentative name)
Quote:
Wow, open up a can of worms, toss it in a barrel of monkeys, and look out? http://forum.shrapnelgames.com/image...ies/tongue.gif I can see where you're going with your ideas here, but it just seems awfully complicated to actually implement? I mean spaceships that can't approach planets, troops that can enter space, systems that take several months for species with FTL drives to cross. I think my main problem with all of this, is that in our near future we will be branching out into our solar system - and all of the resources that we collect will be funneled to this Earth. With this complicated setup you describe of space between planets, and having to cross that space rather than hop planet to planet, implies to me the planets cannot be connected provinces. That sort of implies most objects would be similar, so it would seem out of place to have a planet "connected" to an asteroid field for example. THis all makes movement, "fort" building, and planetary production a bit cumbersome. At least in my eyes - maybe you have that all worked out, but I'm not seeing the reasoning extrapolate out yet. http://forum.shrapnelgames.com/image...ies/tongue.gif Darkwind, you may be on to something. I am unclear about the moddability of Events, I hope someone can set us straight on this point. And I do agree, the easiest way to handle temp preferences is to enforce some sort of rule about keeping the scale neutral. BUT, that means if someone is set to like Heat+3, they lose 120 design points over this. I suppose this could be offset by buffing the pretender options for the species that have temp preferences. That could be a huge balancing-juggling act to make workable though. Making some ships purely Aquatic is an interesting choice. Perhaps have an analogue to Pendant of the Fish, some sort of Subspace Field Stabilizer, or N-Point Generator that allows them to enter the gravity wells of planets. Working with the terrestrial/amphib/aquatic constraints does give some interesting possibilities for unit specialization. It also makes it more feasible (and possibly necessary) to draw up the systems like you already did, Aezeal. Some ships could even be PAmph. Landing Craft for example that are intended to provide support fire during ground assaults, or smaller Destroyers who are weaker in planetary battles, but more capable in open space. Can the actual effects of PAmph be modded? Since Attack/Defense will play a lesser role. Or if we do get access to ground forms and water forms, some weapons would only be usable atmospherically, and some only available out in space. I think the toughest part will be figuring out what to do with all of these mechanics. Once they're worked out, we can burn out content like crazy. And Aezeal, while I think "Ulm in Space" (makes me hear the announcer from Sesame Street saying 'Pigs in Space' for some reason) is a good workable plan, I don't really think it's any more original to base a D3K species off of a Dom3 nation, than to base it off anything else someone might grab. http://forum.shrapnelgames.com/image...ies/tongue.gif But wait, it gets better! Might I offer the catchy name and concept..... "The Brotherhood of Steel" ?! I hope the beauty and grace of that particularly unoriginal concept keeps you awake tonight. http://forum.shrapnelgames.com/images/smilies/wink.gif |
Re: Dominions 3000 (tentative name)
This whole thread is going to keep ME up at night! http://forum.shrapnelgames.com/image...ies/tongue.gif
I am positive you can delete spells, as you can totally change them around. The KingMaker makes good examples of this - and I am reasonably sure we can just delete the entire spellbook and start over if we wish (sadly, it would probably be best). Watershape is in the next patch. We might actually see that patch sooner than later, if someone can get KO's attention to this thread, and he is in any way excited to see this project get rolling (who could resist this?!). http://forum.shrapnelgames.com/images/smilies/laugh.gif A note about terrain types, since it will be very important as far as the design of sites, and possibly some other effects - Deep Water - Deep Space Shallow Water - Near Space / Solar Space Mountains - Asteroids / Dead Planets Forests - Habitable Planets (Earth) Grassland - Habitable Planets (Fully Terraformed Mars) Swamps - Marginal Planetary Bodies (Partially Terraformed Mars) Waste - Hostile Planetary Bodies (Venus, Jupiter) I think because of how we need to think about distribution of terrain, that multi-province planets will be complicated. They'll be greatly restricted in terrain. I was sort of hoping that sites for Mountain/Swamp/Waste could be significantly different than those you would expect to find on an inhabited world. For example, a specific type of "Space Pirate Den" or something, that would only be found in Asteroid Belts, and never on an inhabited planet. I'm starting to think that "Magic", the Sites and Spells, are going to take a massive amount of time and effort, and I'm thinking it's where I'm going to volunteer to start learning the modding commands, and how to build up these libraries. I agree that everyone should get easy access to one type of gem, Earth is fine, it can represent Titanium or something, a somewhat common ore needed for starship hulls (and armored vehicles of all kinds). Each species of course would have a bit of a predilection towards one more more other types - say they have enormous Diamond deposits or something, so they get 5 Air/turn at their home, and a lot of Air summons. I'll do some brainstorming after I grab some food, and see if I can come up with a preliminary list of actual gem types for discussion. |
Re: Dominions 3000 (tentative name)
Quote:
Also, can I reserve S gems? I'm planning on using them in Noneuclidia (my Lovecraft nation which I'm currently making) for awakening the Great Old Ones (and Old Ones, and Lesser Old Ones...). I haven't the faintest idea what to call them though. |
Re: Dominions 3000 (tentative name)
Boson Matrices http://forum.shrapnelgames.com/image...ies/tongue.gif
I don't know, but it sounds awesome. http://forum.shrapnelgames.com/images/smilies/laugh.gif And no reason to stop thinking about map ideas, there could be blitz maps that are essentially fought entirely within 1 system, could be a lot of fun actually. Just plan on the actual terrain types of a multi-province planet (just use default 'no' terrain) would be determined through the use of sites. |
Re: Dominions 3000 (tentative name)
1 Attachment(s)
Quick question:
What should we do with the Horrors? Remove them or turn them into something new (I hear Lovecraft has some pretty horrific gods, if you know what I mean)? Edit: I'm going to sleep now, but here's what I have of Noneuclidia. Just in time, too, I think I'm pretty much finished with the Yithians. Also, Honeybadger, could you give me some sprites for these guys? |
Re: Dominions 3000 (tentative name)
Hey are you married to that name? Neuclidia, or Neoclidia could be fun. Just a thought. <3
Horrors..... Aliens? Facehuggers and Chest-Bursters, oh my! They ARE pretty horrible. http://forum.shrapnelgames.com/image...ies/tongue.gif But I can't see any existing mechanic that could be made to work, other than maybe Horror Seed, that would be hilarious. |
Re: Dominions 3000 (tentative name)
What kind of sprites do you need? I can't download anything, just put a list on this thread as a reply.
|
Re: Dominions 3000 (tentative name)
I guess my suggestions for making it relatively hard to travel in space are only reasonably if there are several provinces per planet. Then you have battles for the surface of each planet before entering the transports and moving on to the next. Space blockades would be strategically crucial.
If you only want one province per planet, you'll want to make it easy to move between them, otherwise it'd be cumbersome as you say. Seems a pity to me, to lose out on the option of orbital blockades, but I guess there are pros and cons. |
Re: Dominions 3000 (tentative name)
Well, there is definitely something to said for some sort of space trench wars. Looking at this as basically an entirely new game, some space games go quick and dirty for conquest, some make it a very painstaking affair.
There certainly could be multiple province planets, as I said terrain could be in some way defined by magic sites, which unfortunately would have to be manually assigned to get the right flavor. Of course, everything but the inhabited planets could be left to chance, but if a planet is defined by terrain, and terrain is defined by sites, then each map will need to be modded with that in mind. I do appreciate your input very much Llama, and I think that ultimately the mechanics can work out to allow both schemes, for different styles and scales of maps. It comes down more to a matter of which direction is easiest to initially develop, so we can get a working model off the ground. |
Re: Dominions 3000 (tentative name)
Realistically I'm not going to put any real work into this mod, so I absolutely don't mind whether you guys go with any ideas I have or not. Just thought I would splurge my thoughts!
What do you mean by having terrain defined by magic sites? Why not have it determined by terrain? |
Re: Dominions 3000 (tentative name)
I think orbital blockades might be a bad idea because if you made a race stronger in space (which seems logical) it would be very easy for them to blockade the enemy.
Then again.. you could do all things really. I don't think it's worth fussing about.. one map could have planets all inside their own space province with no land contact.. others would have nearby planets connected... or a mix of both in the same map. Not worth fussing about now. |
Re: Dominions 3000 (tentative name)
Sounds like a good plan Aezeal.
|
Re: Dominions 3000 (tentative name)
ehm I was thinking about giving all Ulmish troops the same waterform (once active) but that can't work right? since then they can't transfor back to all their different froms on land? So if I wanted all troops to have the same spacesuit.. I'd need to make a form (nearly similar) for EACH troop?
|
Re: Dominions 3000 (tentative name)
what we really need is someone to figure out how to change the water background in battles.
If it could be replace by blackness it would already be nice.. if it could be replaced by something with a starry background even better 1. Can this be done? (if yes continue to question 2) 2. Who is gonna do this? |
Re: Dominions 3000 (tentative name)
Quote:
Well a few posts ago, I mentioned that the new list of sites would be heavily terrain dependent. So the terrain types would be analogous to different types of celestial bodies, rather than types of ecosystems as currently used. Thus, within the range of terrain types that habitable worlds can use (forest, grassland, default), one would use custom sites to delineate a particular region as something more interesting than "default". |
Re: Dominions 3000 (tentative name)
Once again I'll just skim over most of this to say that in general, I think that nations with stronger planetbound troops will be more defensive (take a system/planet and hold it), while nations with powerful ships will be more offensive (use the powerful ships to invade many different systems and leverage the powerful navy).
Quote:
Quote:
YITHIANS (as long as it has two arms and four eyes it's fine) -Cultist (base Yithian, just some clothes or robes or something is fine) -High Cultist (commander, it'd also be nice if it was more priest-looking) -Awakener (commander, they use digging lasers instead of claws for melee weapons) -Elder Awakener (commander, really old, has really long "Strange Claws" instead of normal claws) That's everything that I've finished for now. There's also the Deep Ones (not sure how they'll turn out, they can wait until later to be sprited), Shoggoths (kinda bubbly masses of stuff which will also come in War Shoggoth variety) and Nyars/Flying Polyps (not sure which ones I want or what they'll do yet). Finally, I'd like it if you could make some Old Ones (and Lesser Old Ones, and Greater Old Ones...). Giant eyeless slugs with five arms, incoherent masses of living primordial goo, horrible beings that mankind has only glimpsed in the most fearsome of nightmares, go wild. Maybe a ranged (yay for beings who can blast multiple minds!) and melee (yay for weakness-inducing Strange Claws!) variety for each one? The Great Old Ones, of course, will all be unique. Also large and scary. I'm trying not to limit your artistic expression. Am I doing it right? http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Dominions 3000 (tentative name)
Quote:
|
Re: Dominions 3000 (tentative name)
Quote:
Agreed with Sombre that Neoclidia sounds like an STD. http://forum.shrapnelgames.com/images/smilies/happy.gif |
Re: Dominions 3000 (tentative name)
Quote:
|
Re: Dominions 3000 (tentative name)
I think it's fair to say that sounds creepy.
|
Re: Dominions 3000 (tentative name)
Quote:
Also, any ideas for heroes for Neoclidia? Right now all I can think of is a super-holy Deep One (with H3S1, H3S2, or H4), some sort of really-really-old Awakener (likely S4 or S5, maybe S4H1), and a semi-strong Old One (not as weak as normal old Ones, but nowhere near the power of the Great Old Ones either). Does anyone have any better/equally nice ideas? |
Re: Dominions 3000 (tentative name)
That's okay, your illithid kitten avatar reminds me of..... Actually no, I'm not throwing myself under the bus to distract people from you, use your imagination. That kitten is HOT though. http://forum.shrapnelgames.com/image...ies/tongue.gif
|
Re: Dominions 3000 (tentative name)
Heroes for Neoclidia? You mean besides Staff Infection Sergeant V. D. Schlongowitz, winner of the Dark Star for service on Herpes 4?
|
Re: Dominions 3000 (tentative name)
hmmm could someone focus on a nice other nation to battle against my Ulmish spaceknights?
This idea is nice but it seems to be suffering from pplz not doing much about it http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Dominions 3000 (tentative name)
llama: about the spacesuits: if I can't use one creature I guess I might as well give them all their own stats and HP but just the same weapons, more realistic
for now they just get pooramphians though.. |
Re: Dominions 3000 (tentative name)
Quote:
Also, have I been lax on the gold cost of troops/commanders? I expected that there wouldn't be nearly as much gold around as there would be in a standard Dominions game, but I might have undervalued some units. Finally, can anyone suggest a better name than Dominions 3000? Or is Dom3K fine? http://forum.shrapnelgames.com/image...es/biggrin.gif |
Re: Dominions 3000 (tentative name)
I love Dom3K! Not only is this already Dominions 3, so it is so fitting, but it reminds me of MST3K, which is a pretty cool association. http://forum.shrapnelgames.com/image...ies/tongue.gif
I'm trying to gather my ideas for the spell lists. Was wondering how really to go about it. It seems like we may not need to make use of all schools, it would just result in few spells being scattered about. Honestly, I think we could make the game fit into Conj/Alt/Evo/Cons. Anyone else have any thoughts on that? I figure Evo is your missiles, espionage and black ops - Alt is your actual buffs and whatnot, such as they might be - and then Conj and Cons would mostly be "summons" of various types for all of your various spacecraft. I was just trying to figure out how to start structuring the spell lists, and it occurred to me that if all "summons" (except maybe just a few mercenary types) were species specific, and if we avoided having much if any actual pure magic - that there really might not be a tremendously large list of spells that are available to everyone. Even many of the "black ops" stuff may be specific, special biological attacks for one species, or different bombs for someone else. God I just type..... Someone shoot me. http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: Dominions 3000 (tentative name)
1 Attachment(s)
Quote:
Also, I've attached the latest version of Neoclidia for your viewing pleasure. For Honeybadger's spriting pleasure, I've attached unit names, descriptions, and relevant statistics. With commentary. #name "Yithian Cultist" (as long as the Yithians have four eyes and two arms, they're fine) #descr "A follower of the Old Cult that permeates Neoclidian society. Yithians are slow and physically weak; however, they are mentally powerful enough to harm other beings by attacking their mind." #weapon "Mindblast" #weapon "Claw" #name "Deep One Cultist" #descr "A follower of the Old Cult that permeates Neoclidian society. Deep Ones are fish people ruled by nobility who also act as priests of the Great old Ones." #weapon "Light Lasergun" (basically a gun, that fires lasers) #weapon "Fist" #armor "Light Armorsuit" #end #name "Deep One Soldier" #descr "A Deep One trained in the art of war. Deep Ones are fish people ruled by nobility who also act as priests of the Great old Ones. Because Yithians are fragile, only Deep Ones and mindless constructs are part of the Neoclidian army." #weapon "Lasergun" #weapon "Fist" #armor "Armorsuit" #armor "Advanced Helmet" (I picture this as the kind of helmet that doesn't provide much protection, but comes with microphone-amplifier-things so you can talk to your squadmates when you can't actually hear or see them) #name "Deep One Streamgunner" #descr "Streamgunners are the Neoclidian frontline soldiers. Armed with short-range Streamguns and poqerful melee Lightswords, the Streamgunners are a useful, though expensive, asset for Neoclidia. Deep Ones are fish people ruled by nobility who also act as priests of the Great old Ones. Because Yithians are fragile, only Deep Ones and mindless constructs are part of the Neoclidian army." #weapon "Streamgun" (it's a really big and bulky gun, that shoots streams of energy) #weapon "Lightsword" (think lightsaber) #armor "Heavy Armorsuit" #armor "Advanced Helmet" #name "Deep One Elite" #descr "Deep Ones who show promise as soldiers are recruited into the Deep One Elite. Elites are given the best weapons and armor, making them a formidable fighting force. Deep Ones are fish people ruled by nobility who also act as priests of the Great old Ones. Because Yithians are fragile, only Deep Ones and mindless constructs are part of the Neoclidian army." #weapon "Heavy Lasergun" (it's a really bulky gun, that shoots lasers) #weapon "Lightsword" #armor "Heavy Armorsuit" #armor "Advanced Helmet" -Commanders #name "Deep One High Cultist" (hopefulyl loks fairly priest-y) #descr "A leader in the Old Cult that permeates Neoclidian society. The High Cultists are in charge of preaching to the masses, though Deep One High Cultists can also lead small armies. Deep Ones are fish people ruled by nobility who also act as priests of the Great old Ones." #weapon "Light Lasergun" #weapon "Fist" #armor "Deep one Robe" #name "Deep One Priest" (hopefully it looks like, well, a priest) #descr "Deep One nobility are all also leaders in the Neoclidian faith. The Deep One priests recruited from the nobility are able to move huge crowds to worshipping the Great Old Ones, and can also serve an offensive purpose in time of war, though they are weaker than most Deep Ones. Deep Ones are fish people ruled by nobility who also act as priests of the Great old Ones." #weapon "Light Lasergun" (Deep Ones really seem to like carrying guns) #weapon "Fist" #armor "Deep one Robe" #name "Yithian High Cultist" #descr "A leader in the Old Cult that permeates Neoclidian society. The High Cultists are in charge of preaching to the masses, though Yithian High Cultists can also awaken Lesser Old Ones. Yithians are slow and physically weak; however, they are mentally powerful enough to harm other beings by attacking their mind." #weapon "Mindblast" #weapon "Claw" #armor "Yithian Robe" #name "Yithian Awakener" #descr "The Awakeners scour planets, searching for Old Ones to awaken. They also serve as commanders of Neoclidian forces. Yithians are slow and physically weak; however, they are mentally powerful enough to harm other beings by attacking their mind." #older 50 #weapon "Mindblast" #weapon "Digger" (it's a little melee device used for digging) #armor "Yithian Robe" #name "Yithian Elder Awakener" (just in case you forgot, Yithians all have four eyes, and also become old at 200) #descr "Elder Awakeners are all powerful enough to summon Old Ones reliably, though not even the oldest can contact the Great Old Ones. Elder Awakeners are mentally potent, though physically very fragile, and can lead large numbers of Neoclidians. Yithians are slow and physically weak; however, they are mentally powerful enough to harm other beings by attacking their mind." #older 100 #weapon "Mindblast" #weapon "Mindblast"(Elder Awakeners crack some skulls together... mentally!) #weapon "Strange Claw" (it's basically a really long set of claws, that cause Weakness, and are also used by the Old Ones; this reminds me, I was planning on having the Deep One Priest have Strange Claws too. Oh well) #armor "Yithian Robe" |
Re: Dominions 3000 (tentative name)
Sounds nice but can someone start with a more regular nation too which would make it easier to test the game mechanics with.
|
Re: Dominions 3000 (tentative name)
I don't really understand. Sure, they have Mindblasters, but they'll need a lot more resources than R'lyeh due to their units not being naked mindless slaves. Sure, they'll have national summons, but they won't have a Void Gate or anything like that. How is Neoclidia irregular (other than not being a human nation)?
Edit: I asked the exact same question twice. Worded exactly the same. |
Re: Dominions 3000 (tentative name)
I think one shouldn't invest in Neoclidia too much yet personally first see how "regular" nations work out.. then make neoclidia special..
or just make it and change it later http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Dominions 3000 (tentative name)
1 Attachment(s)
PS my first version of this mod.. just to get others into this since I didn't start this thread but I damn sure need more help getting this somewhere
It uses part of the mods that put all nations in MA.. use LA for the space nations (only 2) I actually didn't get it to work and somehow my dominions make me need to restart the comp after I quit it once per comp session (is something of last week, no idea why) I think it's fixed now and will work though TRY IT!!! I need to remove indies from water provinces though.. any idea how to do that? |
Re: Dominions 3000 (tentative name)
ow yes I shamelessly used sprites made by others for this with only very minimal changes http://forum.shrapnelgames.com/images/smilies/laugh.gif... but that was allowed for those unit sprites http://forum.shrapnelgames.com/images/smilies/laugh.gif freeeware http://forum.shrapnelgames.com/images/smilies/laugh.gif
|
Re: Dominions 3000 (tentative name)
It says that I need spacemap.rgb to use the map.
Just wondering, where can I find this spacemap.rgb? http://forum.shrapnelgames.com/images/smilies/happy.gif Edit: Just realized it was in the download. I put the downloads in the wrong place, I guess I missed spacemap.rgb. D'oh. http://forum.shrapnelgames.com/image...ies/tongue.gif Edit again: I started in a space province, because no provinces have any terrains attached. Is this intentional? Third edit!: I couldn't open the recruitment screen because the Freighter unit or somesuch wasn't found. |
Re: Dominions 3000 (tentative name)
ah well I'll correct that later then http://forum.shrapnelgames.com/images/smilies/laugh.gif
in my attempts so far I didn't start in a space prov.. I tagged most of them as sea though.. which one did I forget? I edited the freighter thingie.. upload again and try it now http://forum.shrapnelgames.com/images/smilies/laugh.gif no time to test it myself no since I need to get to my work http://forum.shrapnelgames.com/images/smilies/laugh.gif |
Re: Dominions 3000 (tentative name)
I just got the error again. It's
myloadmalloc: can't open ./mods/./Ulm in space/2622_Ulm_Freighter_1.tga I think it's less about the unit and more about the sprite. Maybe you should just copy the Transport sprite? |
Re: Dominions 3000 (tentative name)
which province was not good I can work on it a bit now
|
Re: Dominions 3000 (tentative name)
I just added some more sprites to the other thread, they should all be done by today.
|
Re: Dominions 3000 (tentative name)
Quote:
|
Re: Dominions 3000 (tentative name)
mine works fine now
I'll create a new thread for it though.. it'll be a bit lost here |
Re: Dominions 3000 (tentative name)
1 Attachment(s)
I just finished what could be considered "Neoclidia Beta". It has a pretender, magic sites, enough units and commanders to be usable, and, well, not much more. I rushed a bit to get it to a point where it could be used for Aezeal's mod, so no summons yet (though you do have the priests and magi). I'd post this in Aezeal's thread for his map, but Aezeal's mod is still fun despite being somewhat incomplete, by the way, in my opinion (BTWIMO?). Great work on the graphics, HoneyBadger.
I also made a few new units, so Honeybadger's quite large list of "Sprites To Do For Darkwind" is now even larger (I don't mean to put such a load on you!): #name "Elder One" (the Pretender God) #descr "The Elder One is an Old One who refused to sleep. After aeons of wandering, the Elder One found Neoclidia and steered it towards awakening his brethren. Now, the Elder One plans to conquer the galaxy again, and make it as it was in the old times before lesser beings existed. #size 4 #eyes 12 #weapon "Mindblast" #weapon "Strange Claw" #weapon "Strange Claw" #name "Shoggoth" (the trampler) #descr "Shoggoths are constructs, built for menial labor and endowed with a simple mind. They are composed of a half-solid, half-liquid goo which is hard to penetrate and can crush objects easily. They can be converted to warfare when the need arises." #blind #weapon "fist" #name "War Shoggoth" (the better trampler) #descr "Shoggoths are constructs, built for menial labor and endowed with a simple mind. They are composed of a half-solid, half-liquid goo which is hard to penetrate and can crush objects easily. War Shoggoths are trained from creation to be a powerful asset in battle. They are faster, larger and stronger than a typical Shoggoth." #blind #weapon "fist" #name "Deep One Captain" #descr "Deep Ones who show promise as soldiers and are also capable of leading warriors become Deep One Captains. Captains are the most valued of the Neoclidian army, and are thus heavily protected. Deep Ones are fish people ruled by nobility who also act as priests of the Great old Ones. Because Yithians are fragile, only Deep Ones and mindless constructs are part of the Neoclidian army." #weapon "Lasergun" #weapon "Lightsword" #armor "Heavy Armorsuit" #armor "Advanced Helmet" #newmonster 2213 #name "Neoclidian Warship" #descr "A Neoclidian Warship fitted for commanding duties.Though the ship is not very large as ships go, it is still quite large compared to most living beings." #size 5 #weapon "Anti-Ship Cannons" #armor "Ship Plating" |
All times are GMT -4. The time now is 01:08 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.