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Siege Units
Not sure if Dominions_3 will have siege units or not... but I believe it will be possible to make at least some siege units via modding.
Siege units such as a Battering Ram or Siege Tower which allow for storming more quickly, catapults which can be used on the battlefield for long distance area attacks during a battle, and even design some siege units which can be used as counters to target and more easily destroy siege type units. I believe most siege units should exist on the battlefield where opponents have an opportunity to destroy them. Would love to hear ideas .................. especially developer ideas. http://forum.shrapnelgames.com/image...es/biggrin.gif [b] EDIT: Just wanted to add I don't know the overall opinion about the mass-castle strategy currently in Dominions, but if designed correctly siege units might address this issue where gamers focus on building of castles more strategically instead of everywhere. |
Re: Siege Units
Battering ram - useless on battlefield, needed to burst the gate in. What do you think the besiegers are doing? Siege towers would be really strange, as for some reason units can only attack through the gate.
Catapults are probably trivial to mod in, after all, Boulders already exist. They can fly as far as you want, as long as you increase the catapult's strength. The stronger it is, the better it is at breaking castles. I woudln't except siege engines in Dom3. Sappers, Siege Engineers, Golden Era down-to-earth engineer/philosophers (whatever they are called), and on the other hand, Guardians, Ghoul Guardians, Man's Tower Guards, C'tissian City Guards etc have been enough for both Dom:PPP and DomII. |
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Flaming boulders (burning stone? http://forum.shrapnelgames.com/image...ies/tongue.gif) would be directed to the defenders, as the disease-corpses. That wouldn't work well, unless you actually wanted to be able to slowly kill the defenders without actual battle. And, do you really except the Siege Engineers personally walk next to the castle, and pound the wall to dust? I think the actual engineering part is hidden, but I don't mind that, personally. |
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============== These can be units on the battlefield which their main purpose is off the battlefield... except for maybe the catapult. |
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I'd love to have include siege weaponry in a mod, it's just that I'm completely inexperienced with graphics... maybe Illwinter will chime in on whether or not the gfx are in there already so Wish_4_blood_slaves doesn't have to start http://forum.shrapnelgames.com/image...ies/tongue.gif
There's already some sort of machine in the UlmPunk mod, I don't remember what it does, though. Giving a unit a "spell" as a special ability is possible in mods, isn't it? Some sort of machine that casts Flying Shards or Blade Wind would be sweet... |
Re: Siege Units
Siege units seem like a good idea to me. The only thing is that some of us don't care to use our imagination to see how it might work. The only problem I see would be the huge balance issues. On a further note: Bog Beast is a siege unit.
But one thing I'm concered about is the graphical side. There's three ways I can think of making the graphics work for a standard catapault. 1. Graphics act like arrows. They fly, fall, hit the ground, and that's it. Disadvantage: It ignores the fact that boulders roll. 2. Graphics act like a 1-round summon spell. Catapault shoots, boulder appears ontop of a square of units, boulder rolls (moves) one or two squears. Disadvantage: You don't get to see the boulders fly. 3. A combination of the two where the boulder acts like it has cast a targeting spell, but when it hits a target, a boulder appears as a 1-round summon spell. Disadvantage: Is it even possible? And then since it's treated as a spell, if you have 5 catapaults, won't battles take way longer? |
Re: Siege Units
I don't know how to give a spell, but Blade Wind effect is just set damage (no str bonus), proper graphics, and 50 attacks/round. And precision -5, and limited to only be fired once or twice, and maybe something else for balance.
Most different damage spells can probably be modded in, but the special often can't. If a weapon already does it, it can already be modded, there are some weird things out there (eye loss from Vision's Foe, plague, life drain, paralyze, soul slay, enslave mind) |
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