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-   -   Dungeons in Dom3 (http://forum.shrapnelgames.com/showthread.php?t=31978)

aldiss0 November 24th, 2006 08:02 PM

Dungeons in Dom3
 
1 Attachment(s)
It seems the fellas have mostly implemented a couple of sites that allow a commander to go on a romp through a dungeon. The two sites, "The City of the Damned" and "The Forgotten City", I have yet to encounter occuring naturally in the game so the attached map file using EA Arco on Silent Seas will let you have a look.

In the message you get I've been shot by crossbows, ballistas, and blasted with cold and heat. Once found 47 and later 2700ish pounds of gold (I hadn't been paying close enough attention to see if it actually gave the gold.) I've also been told I found a magic item a few times but none was given. (Had weapon and 2 misc slots filled, but its probably just not implemented.)

In addition to the nifty messages you often get to fight. Fights encountered so far have included up to 17 longdead, 6 shadows, and a horror. The horrors usually end my poor explorers.

The commander really seems to rack up experience during his ordeal as well.

So take a look at the map and see if you folks get it to do anything else interesting, maybe they will finish it up for us in a future patch?

Kristoffer O November 25th, 2006 04:06 AM

Re: Dungeons in Dom3
 
> Had weapon and 2 misc slots filled, but its probably just not implemented.)

Should be implemented. If you din't get what the text said it might be a bug.

HoneyBadger November 25th, 2006 06:29 PM

Re: Dungeons in Dom3
 
Wonderful, beautiful idea!

I'm hoping there will be a way to add similar sites for entering Inferno and Cocytos. Natually, entering one would almost certainly be a bad idea, ending an adventurer's career, but you just might get really lucky once in a while and escape with hellish loot. Maybe there could also be sites for entering elemental planes and coming back with gems?

Amos November 25th, 2006 07:14 PM

Re: Dungeons in Dom3
 
You can be dropped into inferno if you enter those sites.

Jack Simth November 25th, 2006 07:19 PM

Re: Dungeons in Dom3
 
How do immortal units fare?

zepath November 25th, 2006 07:21 PM

Re: Dungeons in Dom3
 
If it's been done as the poster and Kristoffer O said, there should be little theoretical trouble in expanding the idea to include things like the demon realms and perhaps elemental planes (substituting the appropriate monsters for the fights). For the Inferno/elemental dungeons perhaps it would be best if they are accessed by ritual spells?

I didn't know this element of play existed in Dominions at all. Personally, I think its a wonderful idea and happy to hear its been implimented so long as the dungeons are dangerous enough that repeat visits will ultimately get you killed. Otherwise it could be abused. Perhaps a limited access element would be appropriate as well... dungeons are cleared out after a month of adventuring and won't be exploitable again for at least a few turns. It may also be fun to include increasing levels of difficulty for each forray into the dungeon as the adventuring commander delves further inside. For instance, imps and a devil meet you on your first step into Inferno while one of the Heliophagii will come to challenge a repeat visitor.

Amos November 25th, 2006 08:58 PM

Re: Dungeons in Dom3
 
90% of the visits you get hit by something. 50% (in my game) there was a fight against a Lesser Horror. I got dropped into Inferno 2 times. Found some magic items few times (only actually got 2 of them because my slots were full).

Shovah32 November 25th, 2006 11:25 PM

Re: Dungeons in Dom3
 
Also with only 1 commander being able to enter per turn its pretty hard to abuse.

Retro42 November 26th, 2006 12:39 AM

Re: Dungeons in Dom3
 
I like it. The fact that I burned thru commanders like mad is a good thing I think. Makes me want to take that commander that's survived a few dungeon dives out and lead one of my armies instead of risking his life.

A few ideas: I wish the "Got hit by XX" events did more damage or even a higher chance of afflictions. I see lots of potential here!! Make a "Colloseum"-esque site and it would be a sweet thematic training site for commanders.

Retro

NTJedi November 26th, 2006 01:57 AM

Re: Dungeons in Dom3
 


This is a great new feature... anyone know if these sites can be modded ?

Being able to MOD these magic sites would be a wonderful christmas present! http://forum.shrapnelgames.com/images/smilies/laugh.gif

UninspiredName November 26th, 2006 02:05 AM

Re: Dungeons in Dom3
 
I would imagine we would technically be able to, but there aren't any modding commands that would let one alter dungeons. Nothing to do but spam the Modder's Wishlist, I suppose.

HoneyBadger November 26th, 2006 03:09 AM

Re: Dungeons in Dom3
 
Maybe you could have void-gate dungeons where you went in and came out with (or as) a new creature.

ologm November 26th, 2006 08:25 AM

Re: Dungeons in Dom3
 
I found the chalice in the city of the damned.

Also my molog adventurer got teleported to an underwater province and drowned, but I think that is a bug.

zepath November 26th, 2006 07:01 PM

Re: Dungeons in Dom3
 
ologm, The Chalice? That's hot fire right there... Damn shame about the drowning.

I'll second NT Jedi by putting moddable dungeon sites (or greater site modding/scripting ability in general) in my letter to Santa.

HoneyBadger November 29th, 2006 05:23 AM

Re: Dungeons in Dom3
 
You know, the designers have mentioned more than once the possibility of them doing a role-playing game based on Dominions. Wouldn't it be something if they elaborated on the dungeons and other concepts already in the game to the point where you had a fully functioning role-playing game inside of Dom3?

HoneyBadger November 29th, 2006 05:39 AM

Re: Dungeons in Dom3
 
Speaking of which: I can see the scales affecting your hero's chances in a dungeon-crawl. Heat scales make your adventurer prettier and more agile, cold makes him or her tougher. Choosing more turmoil means the hero has more "thiefy" abilities and is more streetwise, more productivity means more government funding-better equipment, more support, bigger party of followers, etc. More dom means priestly abilities and maybe the occasional "miracle". Better or worse luck means the same for your intrepid explorer. More or less magic decides how much magical support (healing potions, etc) your hero starts out with, and whether your adventurer could cast a spell or two or is just a big dumb barbarian. These would all modify whichever commander you sent into the dungeon. When you click END TURN, you'd then switch over to your hero's perspective and NetHack your way through Dom3 for a week-in-the-life http://forum.shrapnelgames.com/images/smilies/happy.gif At the end of the week, back to turn-based battlin'

Morkilus November 30th, 2006 06:16 PM

Re: Dungeons in Dom3
 
Quote:

HoneyBadger said:
You know, the designers have mentioned more than once the possibility of them doing a role-playing game based on Dominions. Wouldn't it be something if they elaborated on the dungeons and other concepts already in the game to the point where you had a fully functioning role-playing game inside of Dom3?

Heh heh, you'll love this, HB.

Dwarf Fortress

HoneyBadger December 1st, 2006 07:25 AM

Re: Dungeons in Dom3
 
oooooh!

Caduceus December 1st, 2006 12:56 PM

Re: Dungeons in Dom3
 
Oh, now you've done it, Morkilus. We'll never see HoneyBadger again.

HoneyBadger December 1st, 2006 11:15 PM

Re: Dungeons in Dom3
 
I'm still here, no worries. It's a temptation though, but it doesn't look like it's quite complete. I would like to know more about it though, and I think it's great someone based such a thing on my favorite stock fantasy race, dwarves. Dwarves are grim, and tough, and magical (despite the nonsense in D&D) and unlike the lazy elves and the flighty humans and the fat little hoburgs, they work for a living. And every one of them is shorter than me, even Carrot, so I can feel better about myself. And that's really what's important.

SoaviFox December 2nd, 2006 12:54 PM

Re: Dungeons in Dom3
 
Quote:

HoneyBadger said:
You know, the designers have mentioned more than once the possibility of them doing a role-playing game based on Dominions. Wouldn't it be something if they elaborated on the dungeons and other concepts already in the game to the point where you had a fully functioning role-playing game inside of Dom3?

That would be a lot like the Heros of Might and Magic series in so far as role playing elements insdie of a tactical war game.

Frostmourne27 December 3rd, 2006 02:22 AM

Re: Dungeons in Dom3
 
Quote:

SoaviFox said:
Quote:

HoneyBadger said:
You know, the designers have mentioned more than once the possibility of them doing a role-playing game based on Dominions. Wouldn't it be something if they elaborated on the dungeons and other concepts already in the game to the point where you had a fully functioning role-playing game inside of Dom3?

That would be a lot like the Heros of Might and Magic series in so far as role playing elements insdie of a tactical war game.


Except that if Illwinter did it, we might even have a playable game. (Ok, Might and Magic is fine. Nival is not - Heroes 5 was one of the most worthless turnbased games I've ever bought)

Actually, I had heard about this too. Isn't it mentioned in one of the dev diaries? I had thought the idea was to make a second game though.

A dungeon map could be done for Dom3 though - that might be fun. It'd probably have to have an attached mod file too, but w/e. You could do it so the starting player gets to build a group of characters and move them through a complex 'dungeon' which would actually be separate provinces with unique and interesting defenders. Too bad there aren't more map making commands, like battle orders and spells researched.

HoneyBadger December 3rd, 2006 03:34 AM

Re: Dungeons in Dom3
 
the idea I think is to make a second game based on Dominions, but what I'm thinking is a second game within Dominions http://forum.shrapnelgames.com/images/smilies/happy.gif It would best be done in a way that allowed a smooth translation from turn-based to rpg, so the commander you put in your dungeon-site would have a strong effect on the rpg, either overseeing the effort/support system and probably leading the party, or just the commander and no party. Either would be fine with me, although I think it would be interesting if logistics and management/strategy were a vital part of the process, so that you have a kind of "archaeological dig" in the modern sense, only you have to worry about creatures and traps and getting dropped in the Inferno, not to mention your "dig" being overrun by the other Nations ala Raiders of the Lost Ark. The whole thing could be done in stages, instead of running madcap into a dungeon and attacking it like you would a fortification, you'd be presented problems at each stage-one month you have to deal with a magical lock, the next month with a powerful Cthonic demon and his followers who have been trapped down there for millenia, the third month you have to do maintenance/repair on the dungeon, shoring up the walls and bypassing a waterdamaged wall that just might be a deadly watertrap. I think it could end up with a "feel" somewhere between Indiana Jones and the X-files, combined ofcourse with a Roguetype, while still being a strategy-based, methodical process who's results might easily impact the greater game.


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