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Independent Kingdom
modname: Independent Kingdom 1.00
http://users.utu.fi/mikrin/Dominions/kingdomse.png Get it here The kingdom is the fruit of a long simmering idea of mine that I finally actualised over the last few months. A nation that rises from one of those independent provinces that are usually just fodder in the godswar. No cheesy national elite forces, just a good mix of indies and mages that are already in the game (and not cherry picking the best there either). As the idea developed, I added two special pretenders to round out the idea. Heroes are the four leaders of the coven of enchantresses, and a multihero cardinal (a lvl 3 indie-style priest). The look and feel is that of a feodal medieval kingdom. I'm very proud of the balance of the provincial defence, that works just right. Rather weedy at low levels, but really coming to it's own at 30+ points. The only custom troop is the provincial cavalry, filling in a medium cav gap I've long felt exists in Dominons. http://users.utu.fi/mikrin/Dominions/description.png http://users.utu.fi/mikrin/Dominions/kingdom.png http://users.utu.fi/mikrin/Dominions/adventurer.png http://users.utu.fi/mikrin/Dominions/mountainking.png http://users.utu.fi/mikrin/Dominions/recruitables.png http://users.utu.fi/mikrin/Dominions/procav.png http://users.utu.fi/mikrin/Dominions/citadel.png *** Knights, Warrior Mages and Enchantresses (elemental) are capital only. This nation is very fun to play, and definitely not cheesy. I hate the tendency of fan-made content to feature units which "go to eleven", and I'm pretty sure nobody should have trouble with this nation being included in a multiplayer game. The custom pretenders are also thematic and interesting, but not spectacular. My thanks to Nekov for help with the graphics. |
Re: Independent Kingdom
Heh, I just realised that sounded like I was tooting my own horn there. I meant this mod makes for an interesting solo game, which usually doesn't hold my interest. IMO it's a nice challenge having to rely on regular people and combined arms rather than being able to smash indies with national elites.
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Re: Independent Kingdom
I have this installed, is there any chance of it expanding into EA?
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Re: Independent Kingdom
Sounds cool.
Do these use the white banner as a flag? That would be interesting. In fact, I wouldnt mind a game where 2 or 3 of these are scattered around all using the white banner so that you are caught by surprise when that independent province next to you suddenly decides to attack you |
Re: Independent Kingdom
Very clever idea about the white banner! Why didn't I think of that. >.<
I and Nekov have ideas of expanding Independent Kingdom to Early and Late ages as well. It was just easiest to start with Middle as the "default" setting. Gandalf and Skirmisher, what do you think about replacing the flagellants with warrior monks. Kind of in the same style of cheap sacreds. Just normal humans in brown habits(maybe attack / def 11) armed with quarterstaves. Could fit the medieval theme. It wouldn't be too much of a hassle to create the graphics either. |
Re: Independent Kingdom
Very smart and elegant concept. It would be nice to see it extanded to EA and LA indeed.
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Re: Independent Kingdom
I tend to like that this particular mod uses units that are already in the game. My "Independent Nation" mods also tend to do that.
But of course I wouldnt want to hold anyone back who feels like getting into more extensive modding. Maybe a new mod? |
Re: Independent Kingdom
Well I did create a few units Gandalf, to round it out. I feel a bit guilty on not tweaking the Provincial Cav graphics, since it's of course marverni cav from Early Age.
Still, maybe you're right on the flagellants. Have you seen the heroes yet? It's too bad I couldn't name them. |
Re: Independent Kingdom
Nice mod... trying it now...
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I suppose I should add this to the wiki here?
http://dom3.servegame.com/wiki/Mod_nation I'd also love to hear if anybody has tried this nation in a multiplayer game. |
Re: Independent Kingdom
Why would you ever choose either of those gods ever they are the most rubbish things I've ever seen
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Re: Independent Kingdom
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Re: Independent Kingdom
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The gods are one of the things I'm most happy with. You do realise they are 0 point gods? The whole nation is meant for people who don't want overpowered stuff. I think they are good value for 0 points anyway, besides being fun. For instance the Firbolg makes a really nice awake general. No magic and dominion 10 made for a very interesting game. The Adventurer is also a good budget god. A handful of points gets him useful level of magic (say fire 4) so he can support the opening armies with just a few levels of research in evocation.
You did realise that he has a magic weapon for self defence, some zero encumbrance armour, very low inherent encumbrance and an autocasting twist fate? At 20 points / magic path I think he's an interesting alternative for an archmage pretender. |
Re: Independent Kingdom
Makes sense.
I dont see it much for MP. But I would like to see it white-flagged and duplicated to fill all of the empty nation slots. That way I could use it in Solo play to provide an interesting twist. Turning on as many as I want to have the "independent" provinces castled and active. |
Re: Independent Kingdom
It's a good idea Gandalf. Mabye a few variants with different magicians even.
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Re: Independent Kingdom
But for the record, I'm so going to play in the next Middle Age multiplayer match we have, unless somebody else wants it instead. Having to work with real human troops is much more fun than overpowering people with cheese :)
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Re: Independent Kingdom
Has anybody dared to try this in a PvP game? I'd love to hear feedback.
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Re: Independent Kingdom
I discovered a mistake I had made. One of the mistresses of the elements has the wrong magic path. I'll fix and update the mod ASAP.
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