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-   -   Gath (and nation numbers) (http://forum.shrapnelgames.com/showthread.php?t=31421)

Nerfix October 29th, 2006 12:55 PM

Gath (and nation numbers)
 
What is the mysterious "Gath" that haunts the list of middle era nations in the modding manual?

Also, what are the empty nation numbers? 68 to 71?

NTJedi October 29th, 2006 01:14 PM

Re: Gath (and nation numbers)
 
Quote:

Nerfix said:
What is the mysterious "Gath" that haunts the list of middle era nations in the modding manual?

not sure
Quote:

Nerfix said:
Also, what are the empty nation numbers? 68 to 71?

I would estimate this would allow modders to create their own nation without replacing an existing nation.

Kristoffer O October 29th, 2006 03:35 PM

Re: Gath (and nation numbers)
 
Gath is a planned nation that might appear in a patch.

Nerfix October 29th, 2006 03:44 PM

Re: Gath (and nation numbers)
 
But what is Gath about?

Kristoffer O October 29th, 2006 03:45 PM

Re: Gath (and nation numbers)
 
Goliath of Gath

Nerfix October 29th, 2006 03:45 PM

Re: Gath (and nation numbers)
 
Hmmm, that is interesting. http://forum.shrapnelgames.com/images/smilies/happy.gif

Kristoffer O October 29th, 2006 03:46 PM

Re: Gath (and nation numbers)
 
Anakim and other giants

Nerfix October 29th, 2006 03:48 PM

Re: Gath (and nation numbers)
 
Ah, so it's Nephilim.

B0rsuk October 29th, 2006 04:19 PM

Re: Gath (and nation numbers)
 
Oh. For a moment I thought it would be something arabic. There's enough flavour and information for an arabic nation, I assume ? Djinni, Efreeti, Dao, Marid, Ghoul (shapefhifting demon hunting lone travelers !!!1) and more.
-----

Slightly related: I got an idea for another new nation. The pagan/slavic mod I'm planning may end up too generic without influx of fresh ideas. I'm especially afraid that it would play/look too similar to Marveni, Vanheim, or Man, for some reasons.

New nation I'm thinking about would be... 100% nomadic. Crappy capitol with poor castle. Very poor capitol magic sites. No capitol only units. Poor forts (cheap fortified camps). Lack of initial magic sites compensated by versatile site searchers. Many units with *survival, pillage bonus, stealth. No immobile pretenders available, not even fountains.

Gandalf Parker October 29th, 2006 04:26 PM

Re: Gath (and nation numbers)
 
There are 4? 5? nations named to the lists that arent in the game yet. And a couple of others that Ive heard Kristoffer make comment of. I suspect that we will see them appear in patches over time. Here is a more complete list.
http://www.dom3minions.com/docs/nations.txt

HoneyBadger November 8th, 2006 01:33 AM

Re: Gath (and nation numbers)
 
It's good to see that Fomoria is in consideration. Kristoffer in the manual makes mention of Tir N'an Ogh also. Nephilim are half angels, by the way. Not necessarily gigantic in size, but probably the source of the Biblical comment "And there were giants in the Earth in those days". Nephilim would be obvious for an early age nation, as they were the reason for the Biblical flood, atleast if you look past the King James version. The first war in heaven was over angels having sex with humans and producing half-breeds. Angels wanted to continue doing so, and God forbid it, and so some angels rebelled-this is before the rebellion of Satan (Shai'tan)/the second war in Heaven, by the way, which was about God putting humans before and over angels, and between angels and God.

NTJedi November 8th, 2006 03:06 PM

Re: Gath (and nation numbers)
 
Quote:

HoneyBadger said:
It's good to see that Fomoria is in consideration. Kristoffer in the manual makes mention of Tir N'an Ogh also. Nephilim are half angels, by the way. Not necessarily gigantic in size, but ...

Yes, it would be nice to see more angelic units in the game. Currently the demonic units greatly outnumber the angelic units.

Reverend Zombie November 8th, 2006 03:40 PM

Re: Gath (and nation numbers)
 
Quote:

B0rsuk said:
New nation I'm thinking about would be... 100% nomadic. Crappy capitol with poor castle. Very poor capitol magic sites. No capitol only units. Poor forts (cheap fortified camps). Lack of initial magic sites compensated by versatile site searchers. Many units with *survival, pillage bonus, stealth. No immobile pretenders available, not even fountains.

I have thought about a nation inspired by the Travellers or Tinkers(?) in the Wheel of Time series. It would be cool to be able to give them the ability to forge and research without labs to reflect a truly nomadic culture, but I do not know if that could be modded.

Zebion November 8th, 2006 04:55 PM

Re: Gath (and nation numbers)
 
Machaka early age as well as early age man! I can't wait for these patchs so nice to come.

HoneyBadger November 12th, 2006 03:32 AM

Re: Gath (and nation numbers)
 
NT Jedi, the Nephilim aren't necessarily Angelic (as in the opposite of Demonic), or even angels, apparently they were abominations so terrible that they worried God him/her/itself enough that God drowned the entire world for 40 days just to make sure that he got them all. Kind of like a holy Orkin Man.


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