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Re: Themes
Thanks for the info. Sounds really cool.
So Pythium will have a special commander under one theme, and Ulm will have a random pick mage… what about Man? Can you give us any details about what special themes will be available to Man? |
Re: Themes
Man will have Last of Tuatha. Maybe the Illwinter crew/ betatesters should tell us more about that theme...
The they could tell about Diabolic Faith, Carrion Woods, Helgård and Midgård and Living Ermor and... http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon12.gif [ September 22, 2003, 05:59: Message edited by: Nerfix ] |
Re: Themes
hmm…Last of the Tuatha?
Comments, Illwinter developers? |
Re: Themes
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But dont worry. I do what I say, and my Elric map is the example of this. Starting with mid october, I will have one less worry, so more time for dominions map making. I will at least make one map for dominions II, a map I have in mind since I play doms I : Beleriand and the Wars of Morgoth (for those who dont know, it is Tolkien's first Age, the Age where Balrogs were counted by dozens). A huge and impressive work, and at the time of doms one I felt that the game was too much lacking in scenario support, thus my numerous questions toward you asking for added scripting possibilities. Now that we are at this, do you plan to add renforcements as a script command in a patch, one day? all we need is that the #commander and #units command accept an additional parameter, that is the number of turn the force is created. That would ask for more coding in the binary, sure. Generally speaking, do you plan to improve the scripting langage after the game is released? I know you added multi provinces victory conditions, but thats IMO not enough to do complex scenarios. Also several problems remains, for example adding a fortress and independants, will lead to indeps being inside. So in essence you give freely to the player the exterior, and a single scout can besiege the fortress. I know that some other players indulge themselves in mapmaking. If you consider adding additional commands in the script language, then we can perhaps suggest what we would need the most? |
Re: Themes
here is some info about Midgard: In this theme the power of the Vanir has dwindled and human influence has increased. You lose the Boars, Valkyrjar, Dwarven Smith and Vanadrott. But you gain the Völva (a human seeress with Astral 2) and the Galderman (a versatile mage with Air 2 and two random magic skills).
Rollo |
Re: Themes
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The Helgard theme is a more death oritented Vanheim where the Vanadrott is replaced by the Hangadrott (after one of Odens attributes as the lorde of hanged men), the valkyries get a small boost and the dwarfs are replaced by more sinister dwarfs, there might be more differences I dont recall. Last of the Tuatha is a theme for Vanheim where Man lose wardens, crones and a few other troops and get Sidhe, Cu Sidhe, Sidhe Lord and Tuatha instead. The Sidhe and Tuatha are quite similar to vanir. [ September 22, 2003, 10:09: Message edited by: johan osterman ] |
Re: Themes
Sounds cool. thanks for the info
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Re: Themes
Okay, now could you tell us about Diabolic Faith, Restless Worshippers and Carrion Woods?
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Re: Themes
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Indep fort defense is a problem. Hmm, got an idea. Send in suggestions regarding scripting. They might very well be included now or in an upcoming patch. |
Re: Themes
ok, will send. Thanks for listening to our endless list of complaints http://forum.shrapnelgames.com/images/icons/icon7.gif
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