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-   -   Nation without recruitables (http://forum.shrapnelgames.com/showthread.php?t=39015)

Makinus May 29th, 2008 05:35 PM

Nation without recruitables
 
Would it be too hard to mod a nation without any recruitable unit? It would depend entirely in independents, magic sites and special sites captured from the other nations... I would want to play this kind of nation as a challenge against the AI...

Meglobob May 29th, 2008 05:41 PM

Re: Nation without recruitables
 
Try the all age mod and play one of the vacant nation slots. They have few if any recruitables. There was one with just recruitable cavemen.

I tried it once but it wasn't much fun. An excercise in frustration really.

thejeff May 29th, 2008 05:41 PM

Re: Nation without recruitables
 
Well, there's LA Ermor...

Wouldn't you need something to start with though?
Starting army and pretender I guess. Or just pretender.

You could always just not build any of the national units

Aezeal May 29th, 2008 05:47 PM

Re: Nation without recruitables
 
1 Attachment(s)
I think ti would be very easy. If you read the modding PDF it should be clear

create a new nation (see manual)
clear the nation (see manual)

and then I think you'd alread have a nation without recruitables http://forum.shrapnelgames.com/images/smilies/laugh.gif

then you could add some starting troops or just do it with a pretender.

I think it's a waste of your time trying to play it though, you won't get far without recruitable mages, certainly not if you don't have blessed troops http://forum.shrapnelgames.com/images/smilies/laugh.gif

Here, try this

I used one of my mods and removed everything that made it a nation. I'm not gonna even try it myself if it doesn't work you'll have to adjust it yourself

thejeff May 29th, 2008 06:16 PM

Re: Nation without recruitables
 
Well it's certainly a challenge. Wouldn't try it in MP.

But against the AI? Maybe.

Strong, awake SC pretender, not reliant on buffs or items, can start taking indies with ease. Might as well start without gem income too, just to add fun.

Site search as you go, it'll slow down expansion, but finding that first indy mage site is crucial. Or better yet, just hope for nearby tribal mages or lizards. Start building indy troops everywhere you conquer and a fort on decent indies as soon as possible. It's all about the pretender design, though. You really want as close as you can get to an awake rainbow SC.

Ninave May 29th, 2008 06:33 PM

Re: Nation without recruitables
 
You would need to have one starting priest to get the possibly recruitable shamans.

Aezeal May 29th, 2008 06:34 PM

Re: Nation without recruitables
 
I made the dm file.. no start sites, no recruits...

not hoping for lizards I'd say since they'll curse your only troop (pretender).

I still think it's a waste of time though, you won't even survive against AI... once you have some provinces a huge army with mages who might have actually some spells researched (as opposed to whatever you have)

I think going rainbow is useless too, better high dom and a few magics you can use early on.. an immortal pretender might be the best option for your chassis though.

MaxWilson May 29th, 2008 06:36 PM

Re: Nation without recruitables
 
You can get a starting priest by prophetizing some random indy.

-Max

P.S. I wouldn't try this in SP, not so much because I think it would be difficult (although it would be) as because I think it would be bland. But then, I identify more with the nation than the pretender anyway, and almost never use pretender SCs. YMMV.

Aezeal May 29th, 2008 06:54 PM

Re: Nation without recruitables
 
I'd like to add that if you like a challange you could try my gangwars mod http://forum.shrapnelgames.com/images/smilies/laugh.gif

thejeff May 29th, 2008 07:48 PM

Re: Nation without recruitables
 
But which immortals are tough enough to solo provinces without only level 0 magic? I don't think having the pretender research 2-3 levels of magic on his own before attacking is a good plan.
A tough SC, with enough magic to bootstrap a couple of paths, find some sites for income, and forge a few boosters for the common indy mages. 2D2E2S2N maybe. Not sure what chassis. Dom9 or 10 though.

And mercs, mercs'll save you.


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