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Agrajag said:
I think that when Edi will finish and publish his DB it will be much easier to come up with cool indepts since you wouldn't have to work from memory.
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Yes, once the DB is released, I plan to import it in a mysql database, add my own additionnal informations, and start using it like mad. ^_^
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Especially my lame memory 
Oh, and do you want troops as well, or just commanders? Because it could get pretty wierd if your Duke Morco ended up commanding some X tribe warriors :X
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I can take any suggestion. Yes currently morco has no specific units, and has to do with the local poptype, but I can easily set the poptype (
http://www.dom3minions.com/docs/Dom3_Poptypes.txt , maybe a random poptype beetween 48 an 56 ?)
I can set *anything* that is allowed by map commands, and even add a little random touch if needed.
I can set the population, the poptype, have only the chosen units in the province or keep the normal poptype units, I can put any site or building, any set of commanders/bodyguards/units/items, all I need is for some ideas, as I don't have currently enough time to both program and do the needed research for units,sites,... names or IDs.
I could make a lengendary province, for exemple "Nexus", guarded by several archmages and dragons, with the unique magic site of the same name, maybe a swamp waste "burial of the ancient kings", guarded by C'tis undeads, mummies, and a mighty saurolich, and with the site that allow a death mage to summon mummies, maybe a province with one of the sites with a magic bonus, guarded by some powerful titans or demons, ...
The only thing : those provinces, as they are harder to conquer, should all give the player some bonus (in the base system, all such provinces will have the "manysites" flag, but a specific magic site thematically sound, and more or less powerful depending on the defense would make for a great reward)