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Dominions Ice Age Contest
Ok - I think a Dominions Ice Age mod would be fun! But we need an ice age theme for each race, as well as new ice age equipment and ice age indies.
I could, theoretically, do this on my own, but I think it would be more fun, more interesting, and a lot faster if everyone who wants to can participate! Details: What is the Ice Age mod theme? The setting is during an ice age, way before the Ascension Wars timeline, before the invention of ironworking and steel. Some races may have access to Bronze or Copper. Otherwise, only natural non-metals are to be used. The populations can be more primitive, with different base stats. For example, more HP and strength might make up for the inferior weapons and armors. Blood magic, nature magic, and powerful priests might be more common, while earth, astral and fire might be less so. If possible, all races should get an inherent forge penalty, but this may or may not be possible. What is the contest? The contest is simple: Propose a complete new theme for a nation! New armors, new weapons, new creatures, and new spells are welcome. One or two people will be in charge of the mod (possibly me, though I'd be more thean willing to hand it over to somebody else...) and decide which stuff is included. Once the mod is roughly complete, the best new weapon set, best new armor set, best new indy type, best new nation theme, best new spell, best new graphics, and best new descriptions will all be voted on. Ideally... there could even be a prize for the top new nation (or other categories as well!) That's a fingers-crossed thing, though, not a breath-holding thing. Current Theme Ideas: 1) "Caelian Ice Age:" Forced Cold+3 Polar bears, sabertooth cats, and killer whales (underwater only - summoning spell). Possibly Snow Golems (special Caelum spell). Caelum's affinity would change from air to water, and the archers would be given ice arrows. New Capitol special site, The Evergrowing Glacier: Water Mage may Enter to Summon Ice Elementals (size 3). New Capitol special site, Ice Cave: Ice Drake may be recuited here. 2) Ice Age Man (Man theme) Iron has yet to be invented. Man uses armors of wood, leather, and fur, and weapons of wood and stone. Large arctic wolves are in the early stages of domestication. Forced Cold+1 3) Ice Age Neanderthals (Ulm theme) The strong and durable Ulmish ancestors went to battle wearing incredibly heavy stone-platemail armors. Forced Cold+1 4) Ice Age Saurians (Ctis theme) Large lizards - VERY large. Forced Heat 0 or less (but still coldblooded). 5) Ice Age Abysia: Similar to modern Abysia, but before the invention of humanbreds. Ceramic chainmails, baked in the depths of the Smouldercone, are worn by the Abyssian Infantry. Current equipment stat ideas: //**** Ice Age Equipment **** //*** Shields *** name=Oak_Shield aprot=2 def=2 enc=1 hands=1 shield=1 res=2 new=1 //A heavy shield of solid oak. name=Laminated_Wood_Shield aprot=2 def=2 hands=1 shield=1 res=4 new=1 //A lightweight shield made of many layers of thind wood sheets. name=Pumice_Shield aprot=0 def=1 hands=1 shield=1 res=1 fireproof=25 new=1 //Pumice is highly fire resistant, but very weak and brittle. //Shields carved from pumice can protect against arrows, slings, and firey breath, but not heavy melee weapons. name=Mica_Shield aprot=2 def=2 hands=1 shield=1 res=3 new=1 //When available in large enough sheets, the pliability and laminar nature of mica makes it ideal for shields. name=Bone_Shield aprot=2 def=3 enc=1 hands=1 shield=1 res=3 new=1 //Needs Description. Made of a solid hipbone? //*** Armors *** //Wood name=Maple_Breastplate aprot=4 def=-1 res=2 new=1 name=Ash_Slat_Cuirass aprot=3 def=-1 res=1 new=1 name=Ash_Slat_Hauberk aprot=5 def=-2 enc=1 res=3 new=1 name=Full_Ash_Slat_Armor aprot=7 def=-3 enc=2 res=5 new=1 //The Ash Slat armors are made of slats cut from ash trees. //The slats are smoothed, dried, and sewn together like a plank suspension bridge. //Ash Slat armor is very easy to make but greatly limits flexibility. It is not very strong. //Laminated Wood Plate name=Laminated_Wood_Platemail_Cuirass aprot=4 res=4 new=1 name=Laminated_Wood_Platemail_Hauberk aprot=6 def=-1 res=7 new=1 name=Laminated_Wood_Platemail_Armor aprot=8 def=-2 enc=1 res=10 new=1 //The latter 3 are platemails made of laminated wooden plates, sewn together with silk or twine. //These armors are very lightweight, but their bulk impedes mobility. //Their laminar construction makes them stronger and less flammable than ordinary wood. //Creating the many-layered laminar plates is quite time-consuming. //Grass name=Woven_Reed_Cuirass aprot=2 res=0 fireproof=-10 new=1 name=Woven_Reed_Hauberk aprot=3 res=1 fireproof=-20 new=1 name=Full_Reed_Armor aprot=5 enc=-1 res=2 fireproof=-30 new=1 //Grass armors are thick woven from tough, fibrous swamp reeds. //While easy to make, grass is quite vulnerable to flame and piercing weapons. //Bone name=Bone_Cuirass aprot=4 enc=1 res=2 new=1 name=Bone_Hauberk aprot=6 def=-1 enc=2 res=4 new=1 name=Full_Bone_Armor aprot=8 def=-2 enc=3 res=6 new=1 //Bone armors are similar in strength to laminar wooden armor, but easier to make. //They are slightly heavier and much less flexible. //Flint Plate name=Flint_Platemail_Cuirass aprot=7 def=-1 enc=2 res=10 new=1 name=Flint_Platemail_Hauberk aprot=9 def=-2 enc=3 res=12 new=1 name=Flint_Platemail_Armor aprot=11 def=-4 enc=5 res=15 new=1 //Flint armors are carved and chipped into crude plates, pierced, and sewn together with twine. //Stone lacks tensile strength and is more brittle than other materials, so despite its low density, //the requisite thickness of the plates makes stone armors exceedingly heavy. //Assembling the armor from plates is fairly simple... //but mining, chipping, carving, and smoothing make the creation of such armors very tedious. //Ceramic Chain name=Ceramic_Mail_Cuirass aprot=6 def=-1 enc=1 res=7 new=1 name=Ceramic_Mail_Hauberk aprot=8 def=-2 enc=2 res=10 new=1 name=Full_Ceramic_Mail aprot=10 def=-3 enc=3 res=13 new=1 //Ceramic Chainmail is formed into links as clay, then fired carefully to keep the links separate. //Though made of the strongest known ceramic, and fired at the highest possible temperature, //It is still much weaker metal chainmail. However, it is much easier to make. //*** Helms *** name=Wood_Helmet aprot=1 res=1 new=1 //Wooden helmets are carved from a single block, and usually made of softwood. name=Bone_Helmet aprot=1 res=2 new=1 //Bone helmets are carved from a single large bone, usually near the joint. Whalebone is often used. name=Ceramic_Cap aprot=1 enc=1 res=2 new=1 //Ceramic helmets must be thick and heavy to withstand weapon blows. name=Dragonbone_Helmet aprot=2 def=-1 mrst=1 res=5 new=1 //Carved from bones of rarely-found dead dragons, dragonbone armors are exceedingly strong and somewhat magic resistant. name=Jade_Helmet aprot=1 enc=1 res=3 new=1 //Jade is used for helmets, as it carves more readily than flint, though it is not as strong. //**** Ice Age Weapons **** //Clubs name=Bronze_Mace dam=4 att=0 def=0 length=1 hands=1 hits=1 res=3 new=1 name=Copper_Mace dam=4 att=0 def=0 length=1 hands=1 hits=1 res=4 new=1 name=Stone_Club dam=5 att=0 def=-1 length=1 hands=1 hits=1 res=4 new=1 //Only very strong units can use the stone club name=Bone_Club dam=3 att=0 def=-1 length=1 hands=1 hits=1 res=1 new=1 name=Wood_Club dam=2 att=0 def=-1 length=1 hands=1 hits=1 res=0 new=1 name=Bronze_Axe dam=7 att=-1 def=-1 length=1 hands=1 hits=1 res=3 new=1 name=Copper_Axe dam=7 att=-1 def=-1 length=1 hands=1 hits=1 res=5 new=1 name=Obsidian_Axe dam=5 att=-1 def=0 length=1 hands=1 hits=1 res=4 new=1 name=Flint_Axe dam=4 att=-1 def=0 length=1 hands=1 hits=1 res=3 new=1 name=Bone_Axe dam=4 att=-1 def=0 length=1 hands=1 hits=1 res=2 new=1 //made from a jawbone //Lighter than modern weapons, non-metallic axes did not impose a defense penalty. //Shortswords name=Bronze_Sword dam=5 att=0 def=1 length=1 hands=1 hits=1 res=4 new=1 name=Copper_Sword dam=5 att=0 def=1 length=1 hands=1 hits=1 res=6 new=1 name=Bone_Sword dam=3 att=-1 def=0 length=1 hands=1 hits=1 res=2 new=1 //Knives name=Bronze_Knife dam=2 att=1 def=0 length=0 hands=1 hits=1 res=1 new=1 name=Copper_Knife dam=2 att=1 def=0 length=0 hands=1 hits=1 res=3 new=1 name=Obsidian_Knife dam=1 att=1 def=0 length=0 hands=1 hits=1 res=2 new=1 name=Flint_Knife dam=1 att=0 def=0 length=0 hands=1 hits=1 res=1 new=1 name=Bone_Knife dam=0 att=0 def=0 length=0 hands=1 hits=1 res=0 new=1 //Spears name=Bronze_Spear dam=3 att=0 def=0 length=0 hands=1 hits=1 res=3 new=1 name=Copper_Spear dam=3 att=0 def=0 length=0 hands=1 hits=1 res=4 new=1 name=Obsidian_Spear dam=2 att=0 def=0 length=0 hands=1 hits=1 res=2 new=1 name=Flint_Spear dam=2 att=0 def=0 length=0 hands=1 hits=1 res=2 new=1 name=Bone_Spear dam=1 att=0 def=0 length=0 hands=1 hits=1 res=1 new=1 name=Wood_Spear dam=0 att=0 def=0 length=0 hands=1 hits=1 res=1 new=1 //Ranged //Ice Age archers shot in straight trajectories, and thus did not have the range of later archers. //By firing line-of-sight, the damage dealt was based more directly on the archer's strength. name=War_Bow dam=1 prec=0 hits=1 ammo=10 rng=30 res=3 name=Hunting_Bow dam=-1 prec=1 hits=1 ammo=10 rng=25 res=2 name=Poisoned_Bow dam=-3 prec=1 hits=1 ammo=5 rng=25 res=3 poisondam=5 //head designed to carry a weak poison for killing animals name=Ice_Bow colddam=7 prec=1 hits=1 ammo=5 rng=30 res=3 pierce=50 magic=1 doesPhysicalDam=-1 doesColdDam=1 strNotAddedCold=1 //Caelians only. Additional freeze effect is possible. Comments? -Cherry [ January 20, 2004, 03:37: Message edited by: Saber Cherry ] |
Re: Dominions Ice Age Contest
I tend to think wood, skins, bone and textiles would work better than pumice, flint, or mica for armor.
PvK |
Re: Dominions Ice Age Contest
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I think I'll put in some easier-to-make "Wood Slat Armor". Suitably stone-age. And bone, of course. |
Re: Dominions Ice Age Contest
Ok, I changed the stuff around a bit... haven't deleted anything yet=)
Edit: Relocated replies from CherryMod thread (which will be retained for modding vanilla Dominions). Hope you don't mind, Wauthan! Quote:
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[ January 19, 2004, 22:16: Message edited by: Saber Cherry ] |
Re: Dominions Ice Age Contest
First, I think this is a cool idea. I have a concept I might work on.
But am I missing something? I thought that items modding was not implemented yet. |
Re: Dominions Ice Age Contest
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Some sample Ice Age indy units: New Unit: IA Warrior (Base creature: IA Human) HP: 11 Str: 11 Prot: 6 Att: 10 Mrl: 10 Def: 11 Mrst: 10 Prec: 10 Enc: 4 AP: 11 Weapons: Wood Club Items: Oak Shield, Ash Slat Cuirass, Wood Helmet Gold: 10 Res: 5 ********************************* New Unit: IA Neanderthal Warrior (Base creature: IA Neanderthal) HP: 13 Str: 12 Prot: 7 Att: 8 Mrl: 11 Def: 9 Mrst: 9 Prec: 9 Enc: 4 AP: 9 Weapons: Bone Club, Bone Club Items: Bone Hauberk, Bone Helmet Gold: 10 Res: 10 ********************************* New Unit: IA Abysian Inf Axe (Base creature: Abysian) HP: 15 Str: 13 Prot: 12 Att: 10 Mrl: 11 Def: 6 Mrst: 12 Prec: 7 Enc: 6 AP: 7 Resistances: Fire: 100 Cold: 0 Shock: 0 Poison: 0 Heat 4 Weapons: Obsidian Axe Items: Bone Buckler, Full Ceramic Mail, Ceramic Cap Gold: 20 Res: 20 ********************************* -Cherry P.S. I noticed that low armor values will make Ice Age units die in droves. I think I'll have to lower the base gold prices=) [ January 19, 2004, 23:12: Message edited by: Saber Cherry ] |
Re: Dominions Ice Age Contest
Though it's right off the top of my head, why not include an Ermor variant which is "pre-fall?" Perhaps they could be one of the ones with access to bronze? I say that only because I envision pre-fall Ermor to be Golden-Age Romanesque.
PROS: -Extremely well-armed troops (ie, Bronze), at least, in comparison to the competition. -Favors (and is effective with) "basic" tactics--skirmishers in the front or flanks, heavier troops in the center who hold & attack. -Disciplined, high-morale troops. -Extremely strong high-level mages. CONS: -Weak, if any, missle units. -Middling priests and few holy units (symbolizes the growing cleft between the church/mages and the state). -Extremely high gold/resource unit costs (at least, in relation to the other Ice Age races). -Bronze-clad units are significantly slower than most fielded troops in this period. And finally, some OTHER ideas: -Ermor's mages could/should be extremely high-powered, but actually decrease the number of supplies availible to the province they're in--think Nature magic's supply bonus, except in the negative direction. This would symbolize the growing corruption of Ermor's magick. -Ermor's provincial defense could/should be more expensive than normal. [EDIT: Fixed terminology.] [ January 20, 2004, 00:32: Message edited by: undead dolphin hacker ] |
Re: Dominions Ice Age Contest
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-Cherry |
Re: Dominions Ice Age Contest
If you wanted to keep Pythium, they could be similar to Ermor in low-level units (like Velites, Legionaries (sp?)) but lack the intensely high-morale, heavy infantry that I envision defining IA Ermor.
Lemme make a quick Pythium list so I don't keep rambling: IA Pythium:: PROS: -Bronze nation with low-end "cheap" units second only to Ermor's. -Extremely cheap scouts and assassins, both of which with respectable leadership values (default 15 or 20). -Cheap provincial defense (peasants pissed off with Ermor aren't hard to find or train.) -A strong, average-priced, though somewhat inaccurate ranged unit. (Possibly with Stealth?) -At least one fast, but lightly-armored, ground troop with Stealth. -Most Pythium troops are quicker than their Ermor counterparts (on par with other IA races--maybe a smidgen slower). CONS: -"Military" leaders are neither strong nor cheap, Leadership values don't start very high (25-30?). -Magic is roughly half as powerful as Ermor's (all the powerful mages figured they'd stay in the well-established Ermor). -Like Ermor, few Holy units and middling priests (Pythium disagrees with Ermor more on a political level than religious). -"Basic" tactics aren't very effective for Pythium at all--from a statistical standpoint, Pythium's military is pretty weak. -Morale is middling to weak, depending on the unit. "WOULD BE COOL" FEATURES: -Pythium assassins and scouts can "Levy Malcontents" in any province with NEGATIVE or NEUTRAL dominion--this ability is much like Mictlan's "Levy Slaves", except the produced unit is more powerful, (after all, they're taking volunteer fighters, not enslaving them), and Stealthy (it'd be no better than "Create Unrest" if they immediately attacked. By using "Levy Malcontents," unrest in the province is increased on a level equal to another Scout/Assassin's "Create Unrest" mission. ADDENDUM--if possible from a mod standpoint, it'd be cool if higher Unrest = more levied Malcontents. -Pythium attempts to "Create Unrest" in a province are 150% more effective than the normal value. -Pythium armies which are "Sneaking" are only 50% as big as they actually are when it comes to determining whether a provincial defense or patrolling army detects them. -Pythium armies which are "Sneaking" are 25% harder to detect than average sneaking forces. COMMENTS: My vision of IA Pythium is a struggling rebel faction. Ermor has not fallen, if anything, it's reached the height of its power. When Ermor and Pythium are both in a game together, it is assumed that the rebel Pythium faction has just been detected by Ermorian inquisitors, and is thus an identified threat. Pythium keeps Ermor's "cheapo" units--the average grunt at this time is no better and no more loyal than the average mercenary--but loses what makes IA Ermor IA Ermor--the badass heavy infantry. Instead, Pythium gets weaker, but more versatile, units. March them against most races in man-on-man combat, and you'll lose. Pythium is extremely weak when one plays "chicken" with your opponent's army. IA Pythium is, obviously, a rogueish nation. Use those powerful, if innacurate, (though what ranged unit isn't in the Ice Age?), ranged units for raids and surprise assassinations. Buy up cheap Scouts and Assassins, cause unrestful havoc in the enemy's back yard, then make armies out of 'em if they don't respond fast enough. Fight head-on when you have to, but win through stealth, strategy, and tactics--not sheer force. [EDIT: Because I spel gud.] [ January 20, 2004, 01:22: Message edited by: undead dolphin hacker ] |
Re: Dominions Ice Age Contest
If we are talking really Ice Age then I would have though Abysians and C'tis would need to be drastically different as its just too cold for them. Abysia could live underneath the surface perhaps where rivers of Lava raise the temperature.
The nations should probably feel tribal rather than nations in the main. If they still do have something decribable as a nation then this could be a reflection of a very organised, disciplined, response to the Ice Age. I think you would want none of the nations to bear more than a passing similarity to present nations. As the game will see the development of grand empires, not normally what happens in an Ice Age, it might make sense to set the game at the end of a period of Ice Age with whoevers God wins gets to decide the conditions in the next period - if its Caelum then its more Ice, Man, Pangaea etc then the greening of the world begins while if its abysia then the Lava rivers spout forth as volcanos light the horizens and the world is roasted beneath the fiery light of great sun. http://forum.shrapnelgames.com/images/icons/icon6.gif Keir |
Re: Dominions Ice Age Contest
Ice Age...
Illwinter' age? Its a javalin/slinger age in my impression ^^ Snow-covered lands should makes for common water magic, and horse-rider not available yet. Only a few mystic telepath with unicorns,employs them as troophorse. heres 2 spell http://forum.shrapnelgames.com/images/icons/tongue.gif Avalanche Conjuration 8,WWWWFF,Province Disaster (Ritual) 35 Sapphires. Mountain/Snowcovered land only. The caster summons the occult power,cause an avalanche strike targeted province,kill down 1/4 population,1/2 patrolling garrison and bestrow a magic site. Icequake Evocation 5,WWWEE,Battlefield Enchantment 5 Sapphires,500- Fatigue. Snowfield only. Deals 7 cold damage and 3 physical damage to each non-flying unit per turn. Magic resistance Negates(+3). |
Re: Dominions Ice Age Contest
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On the other hand, Abysia would be tough to play. I imagine their heat scale would be capped at +1, with the Smouldercone given an additional effect of +2 heat scale in the capitol only - so essentially they would be clinging to their homeland for warmth, and recruiting indies to conquer. Maybe it would lead to the origin of the humanbred, able to tolerate Abysia, and able to conquer cold lands as well. Quote:
I like the idea of Ctis and Abysia burrowing toward the warmth of the core http://forum.shrapnelgames.com/images/icons/icon10.gif . But I'm not sure how to realistically accomplish it, except on custom maps. Also, if indy populations had their own scale modifiers, all the Ice Age indies could be set to cold+1 to give a semblance of an ice age... |
Re: Dominions Ice Age Contest
Just a few loose ideas.
Instead of todays longbows, Man should have javelin-throwers with atl-atls - which should give them a range advantage over Ulm's more powerful stone-throwers. There should be a nunatak special site wich gives + to production. Various glacier-based sites, ice-caves, frozen water-falls, deep-frozen lakes et. al. for other site "themes". Volcanoes, hot-springs and magical fire sites might add a few +1 heat dominions. Instead of Marignon and Arco, perhaps nations based on Inuit and Lapplanders? (Polar-bear mounted heroes bravely battling masses of spear-throwers fighting from sleighs drawn by reindeer.) R'lyeh should be land-based in this mod (Re: At the Mountains of Madness) Perhaps even a pre-fall Atlantis |
Re: Dominions Ice Age Contest
Are you sure about Ulm ?
On the one hand, they are strong and wear heavy armor, which is good. But on the other hand, normal Ulm is also the most advanced nation as far as forging is : it has the best steel and forging bonuses... Yet you send them back to stone armor. Not even copper, stone... I think you should at least give them something that announces their coming mastery. Perhaps capital only troops of some kind ? Here is an idea : Capital site Fallen Meteorite, allows the recruiting of Ulm Ironclubs. "A Meteorite made mostly of iron fell from the skies. The heat from that fall created a crude form of steel. By putting sharp edged fragments of that meteorite on their clubs, the artisans of Ulm have created a truly awesome weapon, able to penetrate most armor". And then you make the Iron clubs armor piercing, but with low damage and attack value (they are still crude and cumbersome...) name=Iron_Club dam=3 (armor-piercing) att=0 def=-1 length=1 hands=1 hits=1 res=5 new=1 or perhaps a 2-handed club (easier to stick the steel to the club) . name=Iron_Club2 dam=4 (armor-piercing) att=0 def=-1 length=3 hands=2 hits=1 res=7 new=1 And you could the create a "Meteorite smith" leader, which does not get a penalty on item forging... At first I thought about some kind of armor, but they already have their stone platemail (just imagine the time needed to make stone mail !!), and I like that idea http://forum.shrapnelgames.com/images/icons/icon7.gif So, what do you think ? |
Re: Dominions Ice Age Contest
Just had an idea that might be interesting. Something to do instead de-evolving the existing factions, which might be very troublesome since surely the iceage predates the Ermorian empire.
Why not set the time after the events in Dominions 2? Say the coming of the ice was due to the meddling of the pretenders and the existing factions have been thrown back into a serious "dark age". The magic energies that flows trough the world simply couldn't take the massive use of spells. The world was torn apart, which the frequent disasters of "bad luck" is evidence about. Now the survivors cling to what hope their new leaders can bring. That would allow the use of higher techlevel armor and weapons than what the stoneage implies but still toss the materials used backwards so to speak. It would also explain why the magic items available still are around, since we can't mod them away. |
Re: Dominions Ice Age Contest
Ok. After discussions with my geologist-father, I decided stone plate would be best made of mica (not flint), and that an alternative would be leather armor with plates inserted in pockets, like modern combat armor. I'll modify the stone and ceramic armors accordingly.
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Re: Dominions Ice Age Contest
Not to undermine Cherry, but does it *have* to be set in the Ice Age? Why not instead of an Ice Age we make a "What Once Was" mod that creates races based on the backstories we have availible for the current races?
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Re: Dominions Ice Age Contest
How about an ice age vanheim without humans or dwarves. Thier units could keep the high defense, but no longer wear any kind of armour. Perhaps they could also gain access to higher blood magic and instead of riding fey-horses they would be separate recruitable creatures. To have something to use thier resources on they could have extremely high cost, buildable in the unit queue, hovering cities. The cities would act as moving castles with very low admin, defense, and supplies.
The Last part is probably not possible, but it would be cool. |
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