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Re: Current projects
Yeah, I'd be happy to collaborate on a mod. I do like the end result of coding, but I find making graphics more relaxing - it's something I do while listening to the radio. Coding requires more concentration.
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Re: Current projects
I can proofread, if that would be helpful.
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Re: Current projects
I'd love to see some Warhammer nations into Dominions 3. (Tried to make one myself once but couldnt decide on balance http://forum.shrapnelgames.com/images/smilies/Sick.gif
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Re: Current projects
Well I've decided to do the Skaven at least (probably with slightly ropey graphics to start off).
In the long run I could end up doing all the warhammer sides, even if only I end up playing with them :] After Skaven I might be tempted to do orcs and goblins,.. here's how I see them. Orcs and Goblins: HUGE variety. Seriously. There are 3 types of goblin and 3 types of orc just for starters and each of those types has different units. I mean with Night Goblins you have squig herders, squig hoppers, fanatics, infantry, archers, a shaman, a chief. Then there's goblins, forest goblins, orcs, black orcs, savage orcs, two types of troll,.... would be easily the most diverse nation in Dom3, yet the strategy would be relatively simple. |
Re: Current projects
Haha you wouldnt be the only one playing them, if you released them. You'd have at least me for company http://forum.shrapnelgames.com/images/smilies/laugh.gif
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Re: Current projects
Sombre, I have Warhammer Orcs&Goblins planned out too.
It really sucks I'm not modding myself, but I'll be waiting for what you'll do with bated breath. |
Re: Current projects
On the wide variety of Greenskin units: is it possible to have certain types recruited on different terrain? I'd done a lot of planning on a greenskin mod as well and thought it would be cool to get 'wood goblins' with spider riders from a forest-fort, 'night goblins' with squig hoppers from a fort on mountain province and regular goblins with wolf-riders on other fort types. Have no idea if this is possible, but I thought it would be cool none the less. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Current projects
Unfortunately it's not possible. However it is possible to keep the clutter on the recruitment screen down a bit by using spawns and summon allies for some units. You still have to have lots of commanders though, so maybe there's still a problem. Actually Empire and a couple of other nations like the Chaos Hordes have similar trouble - they have a massive variety of similar units, like knightly orders, warriors of each god of chaos etc.
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Re: Current projects
Bah...I thought as much. Still, you'll do fine with whatever you come up with, I've no doubt. If you do happen to do mods for all the Warhammer nations I'd totally be down for playing some PBEM with you. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: Current projects
I've been thinking about Warhammer armies recently. Particularly dwarves and greenskins, to go along with the Skaven.
Now the dwarf army list isn't a big problem when it comes to recruits - rather the problem there is that dwarves in Warhammer don't really use magic in the traditional sense. I don't want to make a dom3 nation without any magic, so they will use it, but the focus will be more on forging, buffing spells etc if I can help it. Mostly Earth with some Fire and Air probably. Some truly excellent heavy infantry and sacreds - crossbows /and/ arbalests available too. Moving on to the Greenskins - there are simply too many to cram into one armylist, so I decided to split them into two. One is a mountain based nation, the kind that skaven and dwarves are always fighting. The other is more primitive and wild with stronger sacreds and magic. Here's a rough draft of what I was thinking. Some units will be summons/spawns. I haven't decided about sacreds yet. Some units might not make the cut when I get around to making the nations (a while off yet - several other projects will come first, such as Tharoon, Arga Dis, Jomon Broken, Skaven, LA Atlantis, possibly another Warwind nation. ----------SAVAGE WHAAGH--------- Better sacreds and magic (EFADN). Some darkvision, forest survival. Higher magic res. Poor equipment ala mictlan. Vulnerable to missile fire. Some troops berserk. UNITS Snotling Swarm Forest Goblin Forest Goblin archer Forest Goblin Spider Rider Savage Orc Savage Orc archer Savage Orc Bigun Savage Orc Boarboy River Troll Snotling Pumpwagon Giant Spider LEADERS Forest Goblin Chief Forest Goblin Warchief Savage Orc Chief Savage Orc Warchief Forest Goblin Shaman Savage Orc Shaman Savage Orc Great Shaman ----------MOUNTAIN WHAAGH----------- Features: More darkvision and mountain survival. Less magic (EFAD). Fewer sacreds/priests. Better equipment. More variety. Black Orcs! Goblin Goblin archer Goblin Wolfrider Night Goblin Night Goblin archer Night Goblin Fanatic (as normal NG until hit, then WHAM) Night Goblin Netter Night Goblin Squigrider/hopper Night Goblin Herder + Cave Squigs (one size 3 unit) Orc Orc archer Orc Bigun Orc Boarboy Black Orc Black Orc Boarboy Stone Troll Goblin Doom Diver (flying, chargebonus, super fragile) LEADERS Goblin Boss Night Goblin Boss Goblin Warlord Night Goblin Warlord Orc Boss Orc Warlord Black Orc Boss Black Orc Warlord Goblin Shaman Night Goblin Shaman Orc Shaman Did I miss anything? |
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