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Go Back   .com.unity Forums > Illwinter Game Design > Dominions 3: The Awakening > Scenarios, Maps and Mods

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  #1  
Old October 27th, 2006, 09:34 PM
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Default Insect race

Maybe someone has already done it but this game is screaming for a large insect race. The armor and weapons would be great and I can only imagine the magic. Only thing...they would have to be very susceptible to poison.
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Old October 28th, 2006, 03:58 AM
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Default Re: Insect race

Fantasy Tyranids?
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Old October 28th, 2006, 04:59 AM

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Default Re: Insect race

Klackon. Klackoff.

Only, hopefully better than that.

Early Era: Hive Queens.

You get super powerful immobile Hive Queens. They are massive priests and sorcerers, but have to Teleport to get anywhere.

Middle Era: Rise of the Swarm

You have an *** whupping lynch mob of four armed bug men and a bunch of weird bug monsters from Nausicaa. The hive queens are all dead, but you have bugs who carry palanquins with pupas in them that have the next generation being fed royal jelly.

Late Era: The Hive Cult

The bug nation has been destroyed, but enterprising humans have figured out how to tap into the hive mind. This drives them mad and causes them to infect each other with the bugs from Wrath of Khan. You have a bunch of human troops who are being controlled by implanted little bugs, and you have Halflife style Headcrab Zombies. Sometimes when the humans die the bug bursts free of their body and becomes a flying bloody wasp monster.

-Frank
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Old October 28th, 2006, 05:35 AM
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Default Re: Insect race

Klackons would be excellent inspiration for a "bug themed" nation. I actually thought about adding ONLY that race from Master of Magic in a mod. The others seem too generic.

Another fantasy tbs inspiration could be the Shadow Demons from Age of Wonders: Shadow Magic.

Take these two themes and throw in some ideas of your own and you could make a very interesting race.

P.S. Why would they HAVE to be weak to poison? I would think that certain bugs would be very tolerant to natural poisons.
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Old October 28th, 2006, 07:52 AM
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Default Re: Insect race

Hmm. EA R'lyeh has lots of monster-spawning units. It's actually pretty similar in theme. Few immobile "Hive Mothers" who spawn weak creatures, and bigger and tougher and weirder elder spawn can be recruited, and the biggest ones are truly monsters. They don't have poison vulnerability, but their low protection is quite a weakness.
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Old October 28th, 2006, 04:15 PM

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Default Re: Insect race

Heh. That's what I was thinking. Do you know if it is possible to remove #amphibian from a monster without damaging its creature spawning powers?

-Frank
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Old October 28th, 2006, 07:09 PM
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Default Re: Insect race

Quote:
Foodstamp said:
Klackons would be excellent inspiration for a "bug themed" nation. I actually thought about adding ONLY that race from Master of Magic in a mod. The others seem too generic.
Goes to show how little I know about classic fantasy strategy games. I read "Klackon" and thought only of the Master of Orion race. The adaptation of a hive-mind insectoid race into Dominons in a great idea nevertheless! I would embark on such a pursuit right away were I not already mired in a thousand other ideas. Damn them for making this game so moddable.
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Old October 28th, 2006, 07:53 PM
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Default Re: Insect race

Quote:
Foodstamp said:
P.S. Why would they HAVE to be weak to poison? I would think that certain bugs would be very tolerant to natural poisons.
I guess they would not HAVE to be weak to poison but in my thinking todays only real way of combating the little beasts is with chemicals. The irony just seems to make sense. However, it would be nothing that a little magic could not fix. I am working on my own game code now but if I ever decide to break away from that, I may give such a mod a go.
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Old October 28th, 2006, 09:42 PM
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Default Re: Insect race

What type of game and what language are you programming in? I am currently working on a Java based TBS.
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