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-   -   Juzza's Works (http://forum.shrapnelgames.com/showthread.php?t=34193)

Juzza April 13th, 2007 02:31 AM

Juzza\'s Works
 
Hey guys, this is just a thread for me to share my ideas on mods and such and if you perhaps see a good idea and want to help or want to say, 'Hey the plot you've made for this nation is 'good' but it could be better, here's how" Please! go right ahead and tell me.

Firstly, the mods I would like to archive in the long run, are at least 3-5 nations in each age, based on game, Arcanum by Troika games.

Secondly, the mod I am currently working on is a break from the Arcanum seen, I'm working on a mod based around barbarians and priestess that use barbaric rituals of blood to summon Demons and to warp men and creatures into something less than human, all priestess have an affinity with Nature and will hopefully be accompanied by wolves when they enter a battle, any thoughts, any at all, please share them, there of no use to me if they stay in your heads!

Juzza April 13th, 2007 07:49 AM

Re: Juzza\'s Works
 
Hum, I'm ponding some stuff for a late age of Tarent, a sort of progression.

Tarent: Rein of the Council

Tarent would be under completely economically and militarily under the control of the industrial council of gnomes, who experiment with cross breading of other races, such as ogres, a cross bread of ogres and humans makes a fairly friendly creature large and peaceful natured towards the gnomes, suiting for great bodyguards and with the growth of Tarent it would be possible to use them in it's military as well, but it would not stop there, the gnomes will go to all lengths to create the best warriors for Tarent. Other cross breading experiments, mechanical implants to the sickest degree possible, they will do anything to secure the future of Tarent.

Morkilus April 13th, 2007 04:30 PM

Re: Juzza\'s Works
 
Are you planning on making a map of this? It would be fun to use the Arcanum map with added details (and provinces, of course).

Juzza April 13th, 2007 05:42 PM

Re: Juzza\'s Works
 
yes I am! I forgot to mention that in the first post, although I started that in dominions 2 and didn't get very far, I'm hoping map modding has been made a bit easier in dominions 3 I've yet to check and I just got off school for two weeks, so now would be a fantastic time to check!

Juzza April 29th, 2007 07:34 AM

Re: Juzza\'s Works
 
hum, not really working on the whole arcanum mods thing anymore, working on my own ideas turns out far more rewording as I figured out with my latest mod Dinnas'Arval, which will be near completion soon, with some descent sprites for once! (yeah, this is new for my mods! thank sombre and the perfect sprite extraction)

I will be working on another mod soon enough! about a cursed race of humanoids that lives to purge the world of all light and bring eternal darkness to all land.

Not unnecessarily evil, but the few of their race that did not have their sight taken away by a cruel god, eons ago, tell the sightless ones of this light that plagues the land, distorting their vision and that it must be gotten rid of.

The blind portion of the race, which will be the majority, will ahve good perception for their years of living without sight has given them enhanced hearing and judging abilities beyond the use of sight.

Juzza August 16th, 2007 06:00 AM

Re: Juzza\'s Works
 
I'm trying to get into modding again!! in case there is anyone who likes them, I'm working on my Acerbus Unus mod mostly.

And helping out with the Rise of Nature mod, mostly with sprites.

Sombre August 16th, 2007 10:43 AM

Re: Juzza\'s Works
 
Sounds good to me, especially the prospect of sprites using dom3 ones as a base - cuts down the work and fits the style better.

If you're going to make a race which uses a lot of blind units and is all about darkness, be sure to give them cheaper or somehow different versions of battlefield darkness and utterdark. You could also copystats the unit that autocasts darkness when entering battle - it's a lanka summon isn't it?

Juzza August 16th, 2007 05:53 PM

Re: Juzza\'s Works
 
Yeah, I could do that as a high level summon!! thanks

Juzza August 17th, 2007 06:46 AM

Re: Juzza\'s Works
 
Forgot to mention!! I'm gonna start work on a pirate mod, ooh, yes, this is gonna be fun.

Sombre August 17th, 2007 08:06 AM

Re: Juzza\'s Works
 
Don't forget grappling hooks or some kind of ranged weapon with the net effect, like the one used by LA Atlantis I believe.

Juzza September 24th, 2007 08:40 AM

Re: Juzza\'s Works
 
Hey!!!

I just had an idea for another nation, (once I get inspired I'll work a week straight on it to get the beta done) it's inspired by the Fallout Series of computer games, by Interplay.

Current Overlook:
A world destroyed by chaotic powers, it's remaining people fled through a great portal into another world. Here once again faced by hardship they must overcome now the wrath of gods with powers that rivaled the very power that destroyed their world. Though the magic used to destroy the old world warped all the men from it. Some gained massive bodies with great physical strength, others barely touched by the magic, but still in some way tainted. Others still gained hugely expanded minds able to attempt to destroy others minds and the most powerful of all instead of being destroyed by the magic, absorbed it. Becoming warped and twisted, they no longer see the world in the same light and have placed a great creature as their own god and now, they join the other nations groping for ultimate power by winning the Ascension Wars.

(kinda still a draft, and I've yet to come up with a name...)

Maraxus September 24th, 2007 01:28 PM

Re: Juzza\'s Works
 
Sounds good. I suggest cheap, strong creatures for the brutes.
Maybe even something like size 3, 20 hp, 20 Str and a greatclub. Give that an attack skill of 7 and you should be able to get it for 10 gp (though I'd more give it attack 8 and costs around 13).

You definitly need ragers. Nothing sais "Madman" like Berserk +3 (or more).

Or think about adding some mindless units (mindless don't need to be undead/lifeless. See Ry'leth Lobo guards).

The Expanded Minds could be Astral Mages and/or units wth a Mind burn attack (I'm haveing something like that in the mod I'm curently designing).

The Magic-Absorber could then be Mages with lot's of random variety. Check the Arcosphale Mystics.


Sadly, starting units with afflictions is not (yet?) modable, else feebleminded units could be interesting, too.

Juzza September 24th, 2007 06:55 PM

Re: Juzza\'s Works
 
thanks very much for the input, I'm definitely gonna use some of those ideas.

Juzza December 28th, 2007 07:06 AM

Re: Juzza\'s Works
 
I'm back to the forums muahahaha!!! and working on a new mod, slowly kinda, anyyway, I never got around to working on the falloutish mod, but! I'm onto a new one! this one is still in early stages and at the moment looking fairly cliche, considering it's a nature based mod.

At the moment they have:

Commanders:

Standard Druids

Bloodhenge Druids

Animists

High Riders (cheapish 40ldr rider with chainshirt, lightlance javelin)

Lizard Slaver (can gather slaves similar to mictlans slaves)

Witchdoctors

Units:

Green Rider (Cheapish lightcav with chainshirt, lightlance and javelin)

Centaur Cataphracts(bronze armour)

Lizardman (spear shield chainshirt)

Lizardman Falchionair (Falchion, chainshirt and buckler)

Both kinds of indi woodsmen

I don't wanna post anything yet, cause last time I posted it as I devolved no one cared when I finely finished it, anyway, thats about all I have, Lizardmen will be sacred and possibly centaurs as well, but most of all I need a good story/plot thing, otherwise I won't get much done!

And I'm open to suggestion!!

Edratman December 28th, 2007 12:28 PM

Re: Juzza\'s Works
 
This might make the magic overpowering, but I would like to see a nation that has a good chance, with randoms of course, of getting up to 3S,3E,3D,3N and 2B. I don't mean all that on a single mage of course, but as a concept one mage with 2S, 2D, 1B with a 100% random of a S, D or B and 10 to 25% S,D,B and a mage with 2E, 2N, 1B(?) with a 100% random of E or N and a 10 to 25% E,N,B. These are not inconsistent with the outline of your personnel, but the combination may be a bit much. It would allow getting to level 5 or 6 and even higher in the 5 paths very easy with forging. But if you keep the mages without W, clam spamming would not be achievable and may balance it somewhat.

Just a thought based on my favorite magic path preferences.

Juzza December 29th, 2007 02:24 AM

Re: Juzza\'s Works
 
I would like to focus of all all aspects of nature and sort of paganism, in certain forms.

Moon - Astral

Forests, animals, beats and life- Nature

Natural Death - Death

Sacrifice - Blood

The Earth - Earth (most likely to be combined with nature, focusing less on earth)

Soo, it is quite possible I may put in some combinations like that, but for the high ones it's gonna cost, since this is in the middle age.


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