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-   -   Possible missing nations in Dom III? (http://forum.shrapnelgames.com/showthread.php?t=32416)

alexti December 20th, 2006 03:02 AM

Re: Possible missing nations in Dom III?
 
Quote:

Cerlin said:
For the record, Scythians were very early steppe peoples of russia.

That's probably a bit misleading in sense that Scythian state existed long time before the Russians have formed as a nation. Scythians lived in what is now southern Russia (and Southern Ukraine). Tribes that eventually formed Russian nation expanded into those areas from further north much later. It is probably that they had nothing in common with Scythians. Though the sources from that era are very scarce.

HoneyBadger December 20th, 2006 03:28 AM

We demand more hells!
 
hmmm...Tibetan Agarthans...have to process that one a bit.

The original Deities and Demigods I think had Moorcock's gods from the Elric saga too, but I could be wrong. An old DM of mine owned a copy, but we haven't talked for years.

I'm wondering now how much Agartha has to do with all those secret underground roads originating from Tibet and spanning all over the world.

It strikes me-due to the subject matter, no doubt-that along with new Pretenders and Nations, we could also do with more hells. Lots, if not all, cultures have hells, underworlds, afterlife, somewhere you go when you don't look both ways before crossing the road, but in the game only Inferno and Cocytos are represented. I'm sure plenty of game material (national summons and etc. ad infinium) can be found by exploring the possible afterlife of various cultures, and there's no reason there can't be for instance a sword that sends anyone it strikes to the Egyptian underworld to be weighed against a golden feather.

Teraswaerto December 20th, 2006 06:07 AM

Re: Possible missing nations in Dom III?
 
Quote:

Cerlin said:
Now on to tradition tolken-esq factions:
Part of why I find dominions so fresh is that it DOESNT have normal cookie cutter factions and uses history. The history and creativity gets me every time.


The cliche fantasy races have very little to do with Tolkien's world. I've been thinking about doing a Noldor mod, size 3 elves complete with fear, awe, other superhuman stats and NO archers, just to drive this point home.

Endoperez December 20th, 2006 06:21 AM

Re: Possible missing nations in Dom III?
 
Thinktank made a mod about Oglala Sioux. It's a bit similar to Sauromatia, with lots of cavalry and lots of archers including some with poisoned arrows.

Here's a link to the DomII version. Post#333881

I'm not sure if it works. It uses the old way of modding national spells, for instance, replaces Tien Chi, replaces Tien Chi national spells etc.

HoneyBadger December 21st, 2006 04:31 AM

Re: Possible missing nations in Dom III?
 
Yeah, Tolkien was ripped off by any number of hack*cough*authors, few of which had the creative and researching abilities to encompass the depth and breadth of Tolkien's Middle Earth. D&D who borrowed heavily from Tolkien and a great number of other authors perpetuated this to a degree, and, along with myriad other influences, managed to create a cultural "model" of a "typical fantasy world". Tolkien's elves, dwarves, and dragons don't themselves fit their own steriotypes. Tolkien's elves are more like biblical angels than they are anything else-for instance, they come from Tolkien's version of heaven and they can be corrupted (ala fallen angels) into orcs, while dwarves use swords and magic as often as axes and technology, and they were the very first race, and dragons were basically manufactured by Morgoth as war-machines.

Archonsod December 21st, 2006 09:12 AM

Re: Possible missing nations in Dom III?
 
I'd love to see a nation based on the aboriginal dreamtime myth.

It would also be interesting to have a few nations which bucked the general idea of Dominions. How about a nation of athiests - no priests, but lands are immune to enemy dominion (naturally, their own dominion would be strength 0).

Twan December 21st, 2006 10:07 AM

Re: Possible missing nations in Dom III?
 
Mod commands are not far to be able to make this kind of nation (you can use dying dominion like Mictlan, but without allowing blood sacrifices, sloth immune nations too, but there aren't commands to make a nation immune to other dominions effects, you can also give this nation lots of iconoclast reducing the dominions ; the only problem is : without an awake pretender the atheist nation will lose in the beginning of turn 2).

Agrajag December 21st, 2006 10:55 AM

Re: Possible missing nations in Dom III?
 
Well, you could still spread the faith in atheism, haven't you seen Southpark recently? http://forum.shrapnelgames.com/image...ies/tongue.gif (specifically the Wii episodes)

Sheap December 21st, 2006 10:02 PM

Re: Possible missing nations in Dom III?
 
Quote:

Yeah, Tolkien was ripped off by any number of hack*cough*authors

Heh, I saw Fellowship of the Ring in theaters with someone who wasn't familiar with Tolkien. After the movie she commented that it seemed awfully derivative and just like every generic fantasy.

I was reminded of the quote about the student who didn't see what was special about Shakespeare, since all he did was string a bunch of famous quotations together...

alexti December 22nd, 2006 01:17 AM

Re: Possible missing nations in Dom III?
 
Quote:

Archonsod said:
How about a nation of athiests - no priests, but lands are immune to enemy dominion (naturally, their own dominion would be strength 0).

I wonder what would be a pretender for such nations. Nobody would believe in him... Maybe they shouldn't even have a pretender. And no prophet, of course... With such setup they would probably need some pretty mighty mages http://forum.shrapnelgames.com/images/smilies/happy.gif


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