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-   -   Nodes (http://forum.shrapnelgames.com/showthread.php?t=34463)

DrPraetorious April 30th, 2007 02:38 PM

Nodes
 
I was feeling nostalgic for MoM. I'll edit this post as I go, just jotting down ideas atm.

--Chaos Node, mountains only, fire+air
#land (insert #)
#clearfeatures
#knownfeature "volcano"
#knownfeature "solar lens"
#knownfeature "elusive lights"
#knownfeature "dragon jaws"
-- chaos spawn (?), chimera, doom bat (fiend of darkness), efreet (?), fire elementals, great drake (fire dragon), gargoyles and hell hounds ().

--Nature Node, forests only, nature+earth+water
#land (insert #)
#clearfeatures
#knownfeature "mammoth forest"
#knownfeature "chamber of changes"
#knownfeature "oak of ages"
#knownfeature "forest of a thousand streams"
-- basilisk, behemoth (tarrasque), cockatrices, colossus, earth elementals, giant spiders, gorgons (catoblepas), great wyrm, war bears

--Sorcery Node, fresh water only, astral+air
#land (insert #)
#clearfeatures
#knownfeature "mirrorlake"
#knownfeature "nexus"
#knownfeature "scrying pool"
#knownfeature "distortion"
-- air elemental, djinn (is unique! Problem!), nagas, phantom beast (?), phantom warriors, sky drake (water dragon? Wants to breathe lightning, not ice!).

Endoperez April 30th, 2007 02:58 PM

Re: Nodes
 
Chaos Node:
A mix of Foul Spawn would fit well. You can use RanDom to add in random creatures of the Crossbreeding spell by creating a list of all the creatures it can summon and then adding in units from that list. Manticore, demon knights, and abysian Demonbred would all fit well. Summer Lions and Fire Snakes would also work.

Nature node:
Basilisks, cockatrices, elementals a Wyrm commander and Fall Bears are easy. One or more of: Crusher, Golem, Granite Guardian/Marble Oracle could replace Colossus. There are size 4 Giant Spiders and size 6 Hunter Spiders. You've already listed Catoblepas and Tarrasque. Perhaps Apmiphteres, Monster Toads, Couatl or two...

Sorcery node:
You can make Water Dragon have Air magic instead of Water, and equip it with Spirit Helmet. Replace Phantom Beasts with Grey Knights and/or Nether Warriors. Winter Wolves and Spring Hawks both fit.

Draconians could go into either Nature or Sorcery.

jutetrea April 30th, 2007 04:08 PM

Re: Nodes
 

Love it,

You going for insanely defended insanely profitable nodes? Or random levels of difficulty for random profit?

Foodstamp April 30th, 2007 04:18 PM

Re: Nodes
 
Speaking of MoM nostalgia, I have 8 nations from master of magic done. All that is left is adding 6 more, the spells and the heroes and a few custom pretenders (powerful weezerdss) http://forum.shrapnelgames.com/images/smilies/happy.gif

DrPraetorious April 30th, 2007 04:41 PM

Re: Nodes
 
Bow down before Sss'ra, God of the Draconians!

He flies, he's got fire and astral to start and he's 20/points per path if not 10.

Doom Drakes are capital only.

In the words of Judge Doom: My god, it'll be beautiful.

Gandalf Parker April 30th, 2007 05:40 PM

Re: Nodes
 
Fond memories. Who am I kidding? What memory? I still load it to my desktops. If I remember correctly it as a search on Master of Magic that led me to Dominions (the original before Dom2 and Dom3). Its still in my search database because Im trying to convince one of the many remake projects to come to Shrapnel.

Sombre April 30th, 2007 10:20 PM

Re: Nodes
 
When you release the full MoM mod I sadyl expect the dangerous modding part of my frontal lobe to start demanding I redo the graphics to fit with Dom3 and adding a few new units to make the nations less bare.

If you'd be on board with this in the future, let me know.

Oh and what era would these be in? To me MA makes the most sense.

Xietor May 1st, 2007 12:13 AM

Re: Nodes
 
MOM-those were the days, running around with 4 heroes and none could stand before you!

Very fun game. If my brain is working properly, there were some very annoying globals if you were not the one casting them.

Foodstamp May 1st, 2007 01:08 AM

Re: Nodes
 
I always mod for EA, because eventually my version of the game is going to be one era, all my custom nations playable. 11 down, a gazillion more to go.

As far as you redoing the mod, that is fine with me. I am going to release it as close to the original MOM as possible, which means it is going to be pretty barebones unit wise, especially in the magic department. Your welcome to pick through the buttload of scripting and create a mod better suited for dominions out of it.

Sombre May 1st, 2007 01:40 AM

Re: Nodes
 
You've done 11 custom nations? Gwaii, Gaea and,.. 9 mom ones?

Foodstamp May 1st, 2007 01:55 AM

Re: Nodes
 
8 MOM ones, Haida Gwaii, Gaea...

And two I have never mentioned/released

Mesothalassa "Scourge of the Deep", which is a water nation with an emphasis on golem construction and death magic. The name of the nation comes from a "zone" in the mmorpg Dark Age of Camelot, and most of the units use names from monsters in that zone.

Midgard "Dark Age of Camelot", which is a nation based on the playable races/classes in the Midgard faction of the game Dark Age of Camelot.

So actually I have done 12 nations. The MOM ones lack descriptions. I miscounted my banners when I was counting how many I had done, that is why I said 11. http://forum.shrapnelgames.com/images/smilies/wink.gif

Sombre May 1st, 2007 02:40 AM

Re: Nodes
 
Why not release those two others? Just curious.

Foodstamp May 1st, 2007 03:15 AM

Re: Nodes
 
Honestly, I didn't think anyone would be interested in them. Gaea was gonna be an unreleased one too, but HoneyBadger expressed interest in working on a mod just like it, so I released it in hopes that he could pull ideas for his mod out of it.

It turned out being a good thing, because I like Gaea better after the feedback and changes.

I will look into releasing Mesothalassa pretty soon. I haven't play tested it enough and my game crashed one time with the AI controlling it, so I need to make sure it was a random bug and not a modding issue. It uses all ingame graphics, but I am a graphic making fool now, so I may do some graphics for it first http://forum.shrapnelgames.com/images/smilies/wink.gif

Sombre May 1st, 2007 03:18 AM

Re: Nodes
 
I think the more the merrier when it comes to mods. There are enough now that no-one is going to have the time to try them all, but ones that are plain cool, fun or interesting are always going to get people looking to change and improve them.

Feedback does wonders for mods. That's why I think the people who play the mods are just as important as those who make them.

Endoperez May 1st, 2007 03:59 AM

Re: Nodes
 
Oh, Watchers for the Sorcery node! They fire lighting at the enemies!


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